











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 | Drem |
| Class | Writhing One |
| Level / Exp | 25 / 24% |
| Size | medium |
| Lifes / Deaths | Killed by shadow at level 25 on the 39th Steel 123rd year of Ascendancy at 17:39 / 1 |
Primary Stats
| Strength | 16 (base 13) |
| Dexterity | 11 (base 10) |
| Constitution | 14 (base 13) |
| Magic | 71 (base 55) |
| Willpower | 9 (base 10) |
| Cunning | 50 (base 43) |
Resources
| Life | -120/794 |
| Mana | 183/239 |
| Insanity | 1/100 |
| Healing Factor | 1.1372895330003 |
| Regeneration | 1.9902566827505 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.609950326513% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 37.637072247758 |
| See Invisible | 37.637072247758 |
Offense: Mainhand
| Damage | 62 |
| Accuracy | 40 |
| Crit Chance | 42% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +55% |
| Light | +16% |
| Physical | +9% |
| Blight | +18% |
| Arcane | +12% |
| Fire | +9% |
| All | +6% |
Offense: Damage Penetration
| Physical | +10% |
| Darkness | +10% |
| Fire | +10% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 21 |
| Ranged Defense | 21 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 40 |
| Mental Save | 38 |
Defense: Resistances
| Blight | + 28%( 70%) |
| Arcane | + 22%( 70%) |
| Cold | + 28%( 70%) |
| All | + 13%( 70%) |
| Darkness | + 36%( 70%) |
| Light | + 52%( 70%) |
| Lightning | + 21%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 45%( 70%) |
| Nature | + 19%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Disarm Resistance | 28% |
| Bleed Resistance | 0% |
| Confusion Resistance | 20% |
| Instadeath Resistance | 100% |
| Stun Resistance | 52% |
| Poison Resistance | 12% |
| Blind Resistance | 10% |
Inscriptions (4/4)
| 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 mental 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 119 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. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 18% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity 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 629% 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 Magic stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 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 failed to protect the lost defiler from death by Cyridhessra the wolf. Escort: lost defiler (level 1 of Old Forest) | failed |
Escort the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Scintillating Caves. Escort: worried loremaster (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed xorn fragment. 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 greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed length of troll intestine. * You've found the needed vial of elder vampire blood. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Isolerama the Woeransom (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +8.0% Crit.mult +20.00% Phys.pwr +34 (+11 eff.) Dmg.mod +9% darkness Apr +6 ----- def ----- Armour +7 A pair of boots made of leather. |
| Light source | 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.(48 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | aegis linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness Shield.pwr +6% HP.reg +1.50 A pointy cloth hat, very wizardly... |
| Tool | Helljam the elm totem of healing [power 122] (12/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +9% lightning +3% fire +5% arcane +3% cold Phys.save +6 (+3 eff.) Max.HP +100.00 Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +4 Mag dps ---------- Melee+ 31 physical Ranged+ 28 physical Dmg.mod +3% blight Melee Ret 2 blight On Hit (Melee): * 26% chance to reduce all saves and defense by 16 On Hit (Ranged): * 27% chance to reduce all saves and defense by 16 ----- def ----- Resists +12% blight Spell.save +8 (+3 eff.) ---------- misc Hate/m.crit +3.00 Max.hate +14.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| On fingers | Sunstinger the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: ----- def ----- Resists +6% blight +7% nature +3% light Spell.save +15 (+5 eff.) Max.HP +100.00 Blind- +10% Poison- +12% Disease- +13% Rings make your fingers look great! |
| Around waist | Infernoraider1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Cun +3 Mag dps ---------- Phys.crit +4.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Res.pen +10% fire ---------- misc Psi/ret +0.08 Max.psi +10.00 A belt that goes around your waist. |
| In main hand | magewarrior's short yew vilestaff of invocation (120% power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +5% Phys.pwr +7 (+2 eff.) Spell.pwr +22 (+5 eff.) S.pwr/crit +7 Dmg.mod +20% darkness Acc +8 (+2 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 62.15 to 74.59 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Stokemistress (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +2 Mag dps ---------- Phys.crit +7.0% Spell.crit +5% Mind.crit +7% Crit.mult +7.00% Dmg.mod +6% arcane +3% fire Res.pen +20% cold Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +3% fire Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +28% Unarmed combat: Power 122% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +3 Crit +7.0% Atk.spd 100% Melee+ +6 arcane On Crit.r2 +6 arcane On Hit: 10% Perfect Control 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | dreamer's linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +6% all ----- def ----- Resists +11% darkness +11% mind +7% all Phys.save +11 (+5 eff.) Spell.save +11 (+4 eff.) Mind.save +23 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Aratha (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +3% physical Res.pen +10% physical ----- def ----- Defense +8 (+4 eff.) Resists +12% light +13% fire Stealth +5 Stun/Frz- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Woeobeisance0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Resists +18% fire +5% arcane +15% cold Phys.save +15 (+7 eff.) Disease- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets make your neck look great! |
Inventory
movement infusion of the duelist (speed 447%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 447% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 433%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 433% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 101; 12 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 101 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; acid, physical, light, fire, mind, nature)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 2 physical, 5 light, 3 fire, 5 mind, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 36; cd 12)0.1 rune scroll [Normal] Arcane 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 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 36 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. 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 39; 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 39 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 duelist (absorb 93; 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 93 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 titan (absorb 47; 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 47 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 119; dur 4; 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 create a protective shield absorbing at most 119 damage for 4 turns. 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. |
Aerytira the stralite amulet0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +12 Wil +3 Con dps ---------- Crit.mult +15.00% ----- def ----- Phys.save +14 (+6 eff.) Mind.save +6 (+3 eff.) Max.HP +51.00 HP.reg +5.00 ---------- misc Equi/ret +0.16 Hate/m.crit +1.00 Amulets make your neck look great! |
Ce'Nyba the Rainwilter0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% acid Res.pen +15% cold ----- def ----- Fatigue -5% Resists +11% mind +12% temporal HP.reg +2.00 Confus- +28% Pinning- +22% Knockbk- +25% Amulets make your neck look great! |
Voronor0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +5 Dex +4 Cun +7 Con dps ---------- Mov.spd +10% Res.pen +5% temporal Melee Ret 6 blight 2 temporal On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Fatigue -4% Resists +5% physical Phys.save +6 (+3 eff.) Max.HP +33.00 HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets make your neck look great! |
clarifying steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
restful copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
Brenochak0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Cun +3 Mag dps ---------- Mind.pwr +20 (+10 eff.) Res.pen +10% temporal ----- def ----- Resists +6% temporal Spell.save +6 (+2 eff.) ---------- misc Max.psi +40.00 Rings make your fingers look great! |
copper ring 'Elunor'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +5 Dex ----- def ----- Defense +20 (+10 eff.) Crit.chn- 10.00% Mind.save +7 (+3 eff.) Max.HP +40.00 Confus- +23% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 Rings make your fingers look great! |
gold ring 'Kheluyamatar'0.1 T3 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Crit.mult +10.00% ----- def ----- Resists +3% blight +6% nature +5% arcane Phys.save +12 (+6 eff.) Spell.save +8 (+3 eff.) Mind.save +25 (+9 eff.) Rings make your fingers look great! |
gold ring 'Loamwrest'0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Str +2 Mag dps ---------- Dmg.mod +6% nature Acc +9 (+3 eff.) Apr +11 ----- def ----- Defense +11 (+6 eff.) Mind.save +8 (+3 eff.) Silence- +33% Confus- +29% ---------- misc Mana/turn +0.19 See.Invis +3 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% 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! |
psionicist's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% mind ----- def ----- Resists +10% mind Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +21.00 Disarm- +20% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
stralite ring 'Shockhunt'0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Str +6 Wil +4 Cun +6 Con dps ---------- Phys.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Res.pen +15% lightning +10% cold Melee Ret 8 lightning 4 cold ----- def ----- HP.reg +1.00 Stun/Frz- +37% Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Mind.save +5 (+2 eff.) Confus- +23% Rings make your fingers look great! |
wizard's steel ring of frost (+24%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold Spell.save +6 (+2 eff.) Rings make your fingers look great! |
iron greatsword 'Scabkin' (109% power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Psionic Power 109% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 darkness Against +10% Living On Hit.r1 +8 nature While equipped: dps ---------- Res.pen +15% nature +5% cold On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +18% cold Massive two-handed swords. |
Ebonyspar (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master 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: Stats +2 Mag dps ---------- Spell.crit +8% Crit.mult +32.00% Spell.pwr +10 (+2 eff.) Melee+ 17 fire Dmg.mod +15% arcane +9% darkness ----- def ----- Armour +4 Defense +5 (+3 eff.) ---------- misc Infravis +2 See.Invis +5 Wards +2 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Venomsnake (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Random Unique] Nature/Master 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 +14% Crit.mult +24.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% blight +6% nature +12% darkness ----- def ----- Defense +5 (+3 eff.) Resists +3% nature ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 99.95 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Xiwen (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +4 Str +5 Dex +5 Mag +8 Wil +7 Cun +5 Con ----- def ----- Resists +9% lightning +6% mind +3% darkness +9% nature Pinning- +20% Stun/Frz- +20% One-handed war axes. |
Bindil the Brandfoe1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +3% physical Acc +15 (+5 eff.) ----- def ----- Resists +12% fire Max.HP +32.00 A belt that goes around your waist. |
Lustreenvy the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Defense +1 (+1 eff.) Resists +9% acid Max.HP +32.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Turindil (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +1 Str +3 Mag +2 Wil +1 Con dps ---------- Mind.pwr +20 (+10 eff.) ----- def ----- Defense +2 (+1 eff.) Spell.save +12 (+4 eff.) Mind.save +5 (+2 eff.) ---------- misc Equi/ret +0.04 Max.mana +42.00 Max.hate +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ivariagara' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Str +3 Dex +2 Con dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +15% physical Acc +10 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Stam/turn +0.80 Infravis +1 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Adireta the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +6 Lck dps ---------- S.pwr/crit +6 ----- def ----- Armour +1 Resists +9% acid Stealth +6 ---------- misc Max.mana +20.00 Max.vim +20.00 A pair of boots made of leather. |
Duskpiety (15 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +2 Cun +2 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% arcane Res.pen +5% darkness Melee Ret 2 arcane ----- def ----- Armour +1 Defense +15 (+8 eff.) Phys.save +11 (+5 eff.) Mind.save +11 (+4 eff.) Die.at -40.00 life A pair of boots made of leather. |
Frigidmonster the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold Res.pen +10% temporal Melee Ret 2 cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% Resists +3% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +0.30 Max.stam +13.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Gamira the Vilepierce (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +9% nature Melee Ret 6 nature On Hit (Melee): * 10% chance to reduce damage dealt by 14% * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +1 Resists +6% fire +6% cold A pair of boots made of leather. |
Gilozor the Glittertickler (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Dmg.mod +9% acid Res.pen +25% light Melee Ret 4 acid 8 light On Hit (Melee): * 20% chance to reduce armor by 38% ----- def ----- Armour +1 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. |
Islynn the Curewrest (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Dmg.mod +6% lightning +18% nature Res.pen +5% nature Apr +7 Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +3 HP.reg +6.00 Heal.mod +27% A pair of boots made of leather. |
Xetha the pair of rough leather boots (5 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +10 Dex +6 Lck dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Defense +5 (+3 eff.) Stealth +6 A pair of boots made of leather. |
Flamefury the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20 arcane resource burn * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +1 Fatigue +1% Resists +3% fire +3% darkness +6% temporal HP.reg +1.00 ---------- misc Stam/turn +0.60 Max.stam +10.00 Unarmed combat: Power 104% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 10% Nightmare 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Glorythra the Starqueen (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% light +3% blight Res.pen +5% blight +5% light Acc +6 (+2 eff.) Melee Ret 8 blight ----- def ----- Armour +1 Resists +3% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +20% ---------- misc Light +3 Unarmed combat: Power 92% Range: 1.1x Uses 40% Str, 40% Cun, 40% Dex 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. |
cinder drakeskin leather gloves of dexterity (+3) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 fire Dmg.mod +7% fire Acc +11 (+3 eff.) ----- def ----- Armour +3 Resists +6% fire Unarmed combat: Power 129% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +5 Crit +12.0% Atk.spd 100% On Crit.r2 +6 fire On Hit: 10% Fire Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Resists +5% cold Unarmed combat: Power 97% 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 Crit.r2 +6 ice On Hit: 10% Ice Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +17 (+5 eff.) ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) Disarm- +22% Unarmed combat: Power 93% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +11 Apr +1 Crit +6.0% Atk.spd 100% On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+1 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Unarmed combat: Power 101% Range: 1.1x Uses 40% Cun, 40% Dex, 40% Str 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. |
Islyta (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning +6% mind ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +1% physical +3% mind +3% blight Max.HP +60.00 Cut- +20% A pointy cloth hat, very wizardly... |
Lisonne the voratun helm (9 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +7 Str +11 Cun +1 Mag dps ---------- Acc +8 (+2 eff.) On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+5 eff.) Fatigue +5% Resists +12% temporal Phys.save +16 (+7 eff.) ---------- misc Light +2 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 50.0 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Olarobar the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +8 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +5 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+5 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Thunderstun the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +15 Str +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +15% lightning Melee Ret 6 light ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 50.0 Physical damage. If the attack hits, the target is confused (26% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
2 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. |
194 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 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 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. |
5 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. |
2 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
3 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Emelyrerin the Jetprophet2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +15% darkness Melee Ret 4 mind ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Frostbreacher the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Crit.mult +10.00% Melee Ret 2 cold ---------- 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. |
Glintquill the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% fire +3% temporal +6% cold ---------- misc Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 134.65 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 134.65 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 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 6 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 Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
ash totem of summon tentacle 'Betisewe' [power 160] (12/25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +3% physical Apr +4 ----- def ----- Resists +1% physical Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 439 Base Damage: 160 Armor: 0 All Resist: 4 Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage by 13% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 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. |
2 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. |
4 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. |
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 Drem Writhing One level 20
37th Dearth 122nd year of Ascendancy at 12:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Grug the Drem Writhing One level 24
37th Steel 123rd year of Ascendancy at 03:48 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Grug the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 11:25 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Grug the Drem Writhing One level 20
45th Profit 122nd year of Ascendancy at 06:35 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Grug the Drem Writhing One level 20
24th Wealth 122nd year of Ascendancy at 02:45 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Grug the Drem Writhing One level 13
2nd Acquisition 122nd year of Ascendancy at 00:49 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Grug the Drem Writhing One level 6
19th Voratun 122nd year of Ascendancy at 10:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Grug the Drem Writhing One level 13
4th Profit 122nd year of Ascendancy at 01:13 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Grug the Drem Writhing One level 20
45th Profit 122nd year of Ascendancy at 12:07 see stats
Log
Grug's defiled blood area effect performs a melee critical strike against Shadow!
Grug's defiled blood area effect hits Shadow for 0 darkness, 0 physical, 0 light, 0 light (0 total damage).
Grug's defiled blood area effect hits Shadow for 0 light, 0 darkness, 0 physical, 0 light (0 total damage).
Fire drake's devouring flames area effect hits Shadow for 0 fire damage.
Fire drake's devouring flames area effect hits Shadow for 0 fire damage.
Talent Constrict is ready to use.
Talent Infusion: Wild is ready to use.
Shadow starts to bleed black blood.
Shadow casts Fade.
Shadow fades!
Shadow casts Shadow Flames.
Shadow hits Grug for 84 fire damage.
Shadow hits Grug for 27 physical damage.
Black Blood Bleeding from Grug hits Shadow for 0 darkness damage.
Melee retaliation hits Shadow for 0 blight damage.
Melee retaliation hits Shadow for 3 blight damage.
Shadow hits Grug for 27 physical damage.
Venom drake hatchling misses Grug.
Grug casts Decayed Devourers.
Fire drake's devouring flames area effect hits Shadow for 21 fire damage.
Fire drake's devouring flames area effect hits Shadow for 21 fire damage.
Grug feels pain again.
Shadow hits Grug for 41 physical damage.
Black Blood Bleeding from Grug hits Shadow for 4 darkness damage.
Melee retaliation hits Shadow for 3 blight damage.
Melee retaliation hits Shadow for 3 blight damage.
Black Blood Bleeding from Grug hits Shadow for 0 darkness damage.
Shadow hits Grug for 41 physical damage.
Grug the level 25 drem writhing one was bled to death by a shadow on level 4 of Old Forest.









































































































