










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 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 | Ogre |
| Class | Doombringer |
| Level / Exp | 21 / 5% |
| Size | big |
| Lifes / Deaths | Killed by Urgkichr the quasit squad leader at level 21 on the 65th Haze 122nd year of Ascendancy at 08:31 / 1 |
Primary Stats
| Strength | 63 (base 48) |
| Dexterity | 48 (base 36) |
| Constitution | 28 (base 12) |
| Magic | 20 (base 12) |
| Willpower | 19 (base 10) |
| Cunning | 17 (base 11) |
Resources
| Life | -13/650 |
| Stamina | 10/182 |
| Vim | 90/188 |
| Healing Factor | 1.1456298990389 |
| Regeneration | 4.8689270709153 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 7 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 54 |
| Crit Chance | 13% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 23 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Mind | +3% |
| Nature | +11% |
| Physical | +3% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Cold | +10% |
Defense: Base
| Armour (hardiness) | 61.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 8 |
| Physical Save | 28 |
| Spell Save | 24 |
| Mental Save | 18 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Blight | + 10%( 70%) |
| Physical | + 16%( 70%) |
| Cold | + 40%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 7%( 70%) |
| Fire | + 37%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Stun Resistance | 22% |
| Pinning Resistance | 100% |
| Knockback Resistance | 22% |
| Disarm Resistance | 43% |
| Instadeath Resistance | 100% |
| Blind Resistance | 23% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 22% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 97 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. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * Find a way back to Eyal. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | 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 |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 2/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Brodohir the Flamewitch2.0 T1 lite [Rare] Master While equipped: dps ---------- Acc +20 (+6 eff.) Apr +1 ----- def ----- Armour +6 Resists +3% fire ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Flashstoker (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +9% lightning On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +1 Fatigue +1% Resists +24% fire A cap made of leather. |
| Tool | extending iron torque of psionic shield [power 25] (17/25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator's copper ring of nature (+22%)0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +11% nature ----- def ----- Resists +22% nature Rings make your fingers look great! |
| On fingers | Kaldil the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Mag dps ---------- Phys.crit +1.0% Res.pen +5% blight Phasing +10% ----- def ----- Armour +10 Resists +2% physical Blind- +23% ---------- misc Mana/turn +0.12 Infravis +4 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
| Around waist | Chillhunter the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Phys.crit +3.0% Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Dmg.mod +3% cold On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Resists +6% blight A belt that goes around your waist. |
| In main hand | steel greatsword 'Layanne' (139% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master Power 139% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 nature On Hit: * 10% chance to reduce armor by 23% While equipped: Stats +7 Con +9 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Spell.save +3 (+2 eff.) Max.HP +14.00 Massive two-handed swords. |
| On hands | rough leather gloves 'Lightningresolve' (0 def, 7 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +7 Resists +3% lightning +9% cold Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) HP.reg +2.00 Disarm- +22% Def/telep +5 Res/telep +5% Dur/telep +5% Unarmed combat: Power 90% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +1 Crit +1.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | iron plate armour 'Halemandur' (0 def, 17 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +1 Dex dps ---------- Crit.mult +5.00% Dmg.mod +3% physical ----- def ----- Armour +17 Fatigue +22% Resists +5% acid +6% physical +6% lightning +7% fire +3% mind +6% cold Disarm- +21% Stun/Frz- +22% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Runekor the Winterborn (1 def, 9 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +9 Defense +1 (+1 eff.) Resists +9% lightning +13% cold Crit.chn- 10.00% Spell.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Freezebone the copper amulet0.1 T1 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Con dps ---------- Crit.mult +5.00% Mov.spd +10% Dmg.mod +3% mind +12% cold On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Fatigue -5% Resists +9% cold HP.reg +2.00 ---------- misc Stam/turn +0.40 Max.psi +10.00 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 211; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the warrior (damage 197; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 197.36 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 187; dur 4; cd 16)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 187.16 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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 duelist (absorb 78; cd 15)0.1 rune scroll [Ego] Arcane 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 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 78 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. 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 sneak (absorb 73; cd 14)0.1 rune scroll [Ego] Arcane 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 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 Cunning 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 sneak (absorb 53; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 53 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 Cunning 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 96; cd 16)0.1 rune scroll [Ego] Arcane 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 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 96 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. |
shatter afflictions rune of the wizard (absorb 44; cd 14)0.1 rune scroll [Ego] Arcane 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 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 44 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Adayakira0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Defense +15 (+8 eff.) Resists +11% mind Phys.save +6 (+3 eff.) HP.reg +4.00 Heal.mod +5% Silence- +10% Confus- +22% Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Voreribeth the Furnacestreak0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +4 Str +1 Dex dps ---------- Phys.pwr +20 (+6 eff.) Dmg.mod +6% physical +6% fire ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Max.stam +10.00 Amulets make your neck look great! |
Yarinik0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% Dmg.mod +3% mind ----- def ----- Fatigue -4% Resists +9% mind Phys.save +12 (+6 eff.) Spell.save +13 (+7 eff.) Mind.save +13 (+7 eff.) HP.reg +2.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
clarifying copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% mind Confus- +20% Amulets make your neck look great! |
copper amulet 'Zanular'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% blight +3% acid Spell.save +9 (+5 eff.) Heal.mod +5% Amulets make your neck look great! |
starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +11% light +11% darkness Blind- +20% Amulets make your neck look great! |
Brandvenom the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% physical +14% fire Melee Ret 2 physical ----- def ----- Resists +12% blight +22% fire Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+7 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Xerekira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +6 Cun dps ---------- Acc +6 (+2 eff.) ----- def ----- Resists +6% blight ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Light +1 Infravis +3 Rings make your fingers look great! |
copper ring 'Voidhunt'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee Ret 2 darkness ----- def ----- Crit.chn- 5.00% Phys.save +3 (+2 eff.) Mind.save +5 (+3 eff.) Confus- +21% Pinning- +20% Knockbk- +10% Rings make your fingers look great! |
marksman's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +5 (+2 eff.) Acc +4 (+1 eff.) Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+4 eff.) Mind.save +6 (+4 eff.) Rings make your fingers look great! |
savior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +8 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Rings make your fingers look great! |
Floewarden the iron battleaxe (108% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 108% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Cun +1 Wil dps ---------- Mind.crit +1% Acc +9 (+3 eff.) ----- def ----- Defense +9 (+5 eff.) Resists +9% cold Disarm- +29% Massive two-handed battleaxes. |
elemental steel battleaxe of vileness (118% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane Power 119% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 blight On Hit: * 19% chance to reduce strength, dexterity, and constitution by 14 * Create an explosion dealing 36 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +7% fire Res.pen +9% fire Massive two-handed battleaxes. |
steel battleaxe of shearing (125% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 126% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% all Acc +7 (+2 eff.) Apr +10 Massive two-handed battleaxes. |
Brandreek the dwarven-steel dagger (112% power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 112% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +16 physical While equipped: Stats +4 Str ----- def ----- Armour +6 Defense +25 (+13 eff.) Resists +6% fire Sharp, short and deadly. |
dwarven-steel dagger (111% power, 7 apr)1.0 T3 dagger 1H weapon [Normal] Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Sharp, short and deadly. |
Blackwilder the iron greatmaul (116% power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Nature Power 116% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +9 nature On Hit.r1 +4 darkness On Crit.r2 +4 nature +8 darkness While equipped: dps ---------- Res.pen +15% lightning Massive two-handed mauls. |
hateful dwarven-steel greatsword of massacre (154% power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Master/Psionic Power 155% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living Massive two-handed swords. |
iron greatsword (115% power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 115% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron greatsword of erosion (114% power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Nature Power 114% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 nature Massive two-handed swords. |
warden's yew longbow of enduring4.0 T3 longbow 2H weapon Reqs Shoot [Ego++] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Mag +12 Wil +15 Con dps ---------- Dmg.mod +9% temporal +8% physical Res.pen +8% temporal +11% physical ----- def ----- Max.HP +56.00 ---------- misc Reload +3 Masteries +0.30 Chronomancy/Bow Threading Instant Weapon Swap Longbows are used to shoot arrows at your foes. |
blighted ash starstaff of breaching (111% power, 3 apr, light element)5.0 T2 staff 2H weapon [Ego++] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +10 (+5 eff.) Dmg.mod +15% light Res.pen +8% light ---------- misc Vim/s.crit +2.00 Max.vim +15.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of rage (121% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +2 Str dps ---------- Dmg.mod +8% physical Acc +9 (+3 eff.) One-handed war axes. |
Ce'Nenn the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +3% temporal Phys.save +15 (+8 eff.) Cut- +20% Stun/Frz- +10% Teleport- +20% A belt that goes around your waist. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Hanirab the Shinebloom1.0 T1 belt armor [Rare] Arcane While equipped: ----- def ----- Fatigue -5% Resists +6% light Spell.save +6 (+3 eff.) Max.HP +20.00 Disease- +10% Confus- +20% ---------- misc Max.enc +22 A belt that goes around your waist. |
rough leather belt 'Mayyvea'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Armour +2 Resists +6% fire Spell.save +3 (+2 eff.) Mind.save +7 (+4 eff.) Max.HP +20.00 Cut- +20% Knockbk- +20% A belt that goes around your waist. |
rough leather belt 'Salimira'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +6% nature +5% arcane Phys.save +5 (+3 eff.) A belt that goes around your waist. |
Gunoldil (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +3 Wil dps ---------- Spell.crit +3% Mind.crit +5% Dmg.mod +6% blight ----- def ----- Defense +2 (+1 eff.) Spell.save +13 (+7 eff.) Mind.save +16 (+9 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +11% darkness +12% temporal Def/telep +10 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Bethywen (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun dps ---------- Mind.pwr +5 (+2 eff.) On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +1 Resists +6% fire +5% arcane +6% cold ---------- misc Max.psi +20.00 A pair of boots made of leather. |
Ravenwaker the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +3% light ----- def ----- Armour +1 Resists +5% lightning +6% temporal +6% darkness A pair of boots made of leather. |
Saloma (0 def, 11 armour)2.0 T3 feet armor [Rare] Nature While equipped: ----- def ----- Armour +11 Resists +3% acid +3% cold +12% light +6% darkness Crit.chn- 10.00% HP.reg +7.00 Heal.mod +14% A pair of boots made of leather. |
Velolle (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +3 Con dps ---------- Res.pen +10% physical Apr +1 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 14 ----- def ----- Armour +1 Resists +5% arcane Die.at -20.00 life Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
insulating pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% fire +6% cold ---------- misc Stam/turn +0.40 Max.stam +12.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 ---------- misc Stam/turn +0.30 Max.stam +10.00 A pair of boots made of leather. |
pair of rough leather boots of void walking (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: dps ---------- Res.pen +11% darkness +11% temporal ----- def ----- Armour +1 Resists +11% darkness +11% temporal Def/telep +12 Res/telep +11% Dur/telep +11% A pair of boots made of leather. |
Eluyalle the Corruptionwish (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag +4 Con dps ---------- Melee+ 8 temporal Ranged+ 8 temporal Dmg.mod +6% nature +5% temporal Acc +15 (+5 eff.) ----- def ----- Armour +2 Resists +9% nature +8% temporal ---------- misc See.Invis +9 Unarmed combat: Power 113% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 9% chance to gain 10% of a turn (3/turn limit) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets 'Ichorwither' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Armour +1 Fatigue +1% Resists +3% darkness +3% cold Unarmed combat: Power 97% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +6 Apr +3 Crit +6.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Unarmed combat: Power 104% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +6 arcane On Crit.r2 +5 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 92% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branatir the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee Ret 2 temporal ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane +6% cold ---------- misc Hate/m.crit +5.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Hettemas the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +2 Dex +5 Con dps ---------- Mind.crit +1% Phys.pwr +4 (+1 eff.) Mind.pwr +20 (+10 eff.) Res.pen +5% acid ----- def ----- Armour +3 Fatigue +5% Resists +9% acid A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Noonrip the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% light On Hit (Melee): * 20% chance to slow global speed by 39% * 10% chance to reduce damage dealt by 12% ----- def ----- Armour +1 Fatigue +1% Resists +3% light ---------- misc Light +1 A cap made of leather. |
Oozepower the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Mag dps ---------- Crit.mult +5.00% Melee Ret 4 arcane On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Defense +1 (+1 eff.) Resists +3% light Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Equi/ret +0.90 Psi/ret +0.80 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
Tohad the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun +2 Wil dps ---------- Melee Ret 2 temporal ----- def ----- Armour +1 Fatigue +1% Resists +10% light +10% darkness Def/telep +5 Res/telep +5% Dur/telep +5% A cap made of leather. |
cashmere wizard hat 'Gleamvault' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Str +1 Dex +2 Wil +11 Cun ----- def ----- Defense +2 (+1 eff.) Resists +10% fire +9% cold ---------- misc Light +3 A pointy cloth hat, very wizardly... |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Zyrek' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +5 Dex +1 Mag +6 Cun dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +15% mind Apr +5 Melee Ret 2 acid ----- def ----- Armour +1 Fatigue +1% ---------- misc Equi/ret +0.04 A cap made of leather. |
Magmaserpent (6 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master While equipped: Stats +1 Wil dps ---------- Dmg.mod +3% fire Res.pen +15% fire +5% cold ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +12% blight +9% cold +11% darkness +16% lightning Max.HP +31.00 HP.reg +3.00 Heal.mod +11% ---------- misc Light +1 A suit of armour made of leather. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
Emeth (0 def, 15 armour)17.0 T3 massive armor Reqs Massive armour training [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Armour +15 Fatigue +22% Resists +15% blight +6% darkness Crit.chn- 10.00% Spell.save +3 (+2 eff.) HP.reg +3.10 ---------- misc Stam/turn +1.70 A suit of armour made of metal plates. |
7 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. |
454 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. |
3 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rainspawn the iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Con dps ---------- Melee Ret 2 cold ----- def ----- Fatigue -4% Resists +6% nature +6% blight While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
bloodhexed iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +5 Str +4 Wil dps ---------- Phys.crit +6.0% Mind.crit +6% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.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. |
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.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 'Firegrind'2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% fire Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce armor by 23% ----- def ----- Resists +3% acid +3% mind +3% all Spell.save +6 (+3 eff.) ---------- 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 'Torodubar'2.0 T1 lite [Rare] Master While equipped: ----- def ----- Armour +6 Resists +6% cold Phys.save +3 (+2 eff.) Die.at -80.00 life Heal.mod +5% Silence- +10% ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
evasive elm totem of stinging [power 116] (17/15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 129 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
elm wand of shielding [power 116] (17/20 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
3 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. |
5 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Grug the Ogre Doombringer level 13
63rd Dusk 122nd year of Ascendancy at 20:40 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Grug the Ogre Doombringer level 6
78th Pyre 122nd year of Ascendancy at 23:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Grug the Ogre Doombringer level 10
4th Flare 122nd year of Ascendancy at 09:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Grug the Ogre Doombringer level 20
62nd Haze 122nd year of Ascendancy at 01:25 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Grug the Ogre Doombringer level 18
57th Haze 122nd year of Ascendancy at 21:45 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Grug the Ogre Doombringer level 10
4th Dusk 122nd year of Ascendancy at 14:57 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Grug the Ogre Doombringer level 6
9th Mirth 122nd year of Ascendancy at 17:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Grug the Ogre Doombringer level 13
16th Haze 122nd year of Ascendancy at 10:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grug the Ogre Doombringer level 17
43rd Haze 122nd year of Ascendancy at 20:14 see stats
Log
Armoured skeleton warrior hits Grug for (17 abyssal shield), 17 physical, (3 abyssal shield), 3 acid (20 total damage).
Melee retaliation hits Armoured skeleton warrior for 8 blight, 8 fire (15 total damage).
Grug hits Urgkichr the quasit squad leader for (40 turned into osmosis), 67 physical, (9 turned into osmosis), 9 nature, (3 turned into osmosis), 3 fire (79 total damage).
Urgkichr the quasit squad leader casts Wave of Power.
Urgkichr the quasit squad leader misses Grug.
Grug's surge ends.
Talent Blinding Speed is ready to use.
Urgkichr the quasit squad leader receives 47 healing.
Burning from Grug hits Urgkichr the quasit squad leader for (4 turned into osmosis), 4 fire (4 total damage).
Armoured skeleton warrior uses Block.
Urgkichr the quasit squad leader uses Block.
Grug speeds up.
Talent Abduction is ready to use.
Urgkichr the quasit squad leader is free from the illness.
Urgkichr the quasit squad leader receives 32 healing.
Burning from Grug hits Urgkichr the quasit squad leader for (4 blocked), 0 fire (0 total damage).
Skeleton master archer shoots!
Urgkichr the quasit squad leader casts Sun Ray.
Grug resists the blinding light!
Urgkichr the quasit squad leader hits Grug for (29 abyssal shield), 164 light (164 total damage).
Grug returns to normal.
Talent Infusion: Healing is ready to use.
Urgkichr the quasit squad leader stops burning.
Urgkichr the quasit squad leader receives 37 healing.
Skeleton master archer uses Pinning Shot.
Urgkichr the quasit squad leader casts Invoke Darkness.
Urgkichr the quasit squad leader hits Grug for (29 abyssal shield), 146 darkness (146 total damage).
Grug the level 21 ogre doombringer was darkened to death by Urgkichr the quasit squad leader on level 1 of Anteroom of Agony.



















































































































