











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Nekarcos's Quality of Life 02a: Tile Scanner (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Stability: High Background: After watching a friend nearly rage quit ToME after failing to understand stealth mechanics. It inspired me to add more information to the UI! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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! Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Turn Log Separator 1.7.6增加回合切换的日志提醒,仅在战斗中生效。在游戏选项-插件界面。 Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Better Item Description Filter 1.7.4A combination of Deogo's Better Item Description and my Item Description Filter Plus (based on yutio's Item Description Filter). Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Madness Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Shadowblade |
| Level / Exp | 19 / 2% |
| Size | medium |
| Lifes / Deaths | Killed by Lisutha the rogue at level 19 on the 10th Gold 123rd year of Ascendancy at 02:14 / 2Killed by Lisutha the rogue at level 19 on the 10th Gold 123rd year of Ascendancy at 06:01 |
Primary Stats
| Strength | 28 (base 10) |
| Dexterity | 73 (base 47) |
| Constitution | 14 (base 10) |
| Magic | 24 (base 13) |
| Willpower | 9 (base 10) |
| Cunning | 44 (base 36) |
Resources
| Life | -96/550 |
| Mana | 12/283 |
| Stamina | 139/182 |
| Healing Factor | 1.2872895330003 |
| Regeneration | 0.32182238325007 |
Speed
| Mental | +3.619327060278E-12% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | +3.619327060278E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 31.719706428051 |
| See Invisible | 31.719706428051 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 49 |
| Crit Chance | 29% |
| APR | 34 |
| Speed | 0.90 |
Offense: Offhand
| Damage | 27 |
| Accuracy | 49 |
| Crit Chance | 18% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 11% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 30 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +3% |
| Physical | +18% |
| Light | +13% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Mind | +10% |
| Cold | +20% |
Defense: Base
| Armour (hardiness) | 19 (55.65183292883%) |
| Defense | 51 |
| Ranged Defense | 51 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 17 |
| Mental Save | 32 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Light | + 50%( 70%) |
| Cold | + 17%( 70%) |
| Darkness | + 17%( 70%) |
| Physical | + 18%( 70%) |
| Fire | + 13%( 70%) |
| All | + 7%( 70%) |
Defense: Immunities
| Knockback Resistance | 40% |
| Disarm Resistance | 50% |
| Instadeath Resistance | 100% |
| Blind Resistance | 24% |
Inscriptions (3/3)
| 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 55 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. |
| 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 244 damage for 4 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
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 successfully escorted the lone alchemist to the recall portal on level 2 of Heart of the Gloom. Escort: lone alchemist (level 2 of Heart of the Gloom)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength 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. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * '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.' * You've found the needed xorn fragment. * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed bloated horror heart. * You've found the needed bear paw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed green worm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed minotaur nose. | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
Equipment
| On feet | Lorogrim (0 def, 3 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +4 Dex +1 Con dps ---------- Dmg.mod +3% mind Res.pen +10% mind Apr +1 ----- def ----- Armour +3 ---------- misc Stam/turn +1.00 Infravis +2 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 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Relgendur (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex dps ---------- Dmg.mod +6% physical ----- def ----- Armour +1 Fatigue +1% Resists +9% acid Die.at -80.00 life ---------- misc Max.stam +30.00 Skullcr.mult +1 Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 69.2 Physical damage. If the attack hits, the target is confused (42% 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 cap made of leather. |
| On hands | iron gauntlets 'Tundraripper' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 7 light Dmg.mod +3% light Res.pen +20% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% light Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +80.00 Unarmed combat: Power 9.0 - 12.6 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Hit: 20% Searing Light 1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | evasive elm totem of stinging [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Gain 10% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Aerida0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Dex +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +16 (+8 eff.) ----- def ----- Crit.dmg- 15.00% ---------- misc Psi/ret +0.04 Rings make your fingers look great! |
| On fingers | copper ring 'Iselaith'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +9 ----- def ----- Armour +4 Defense +8 (+3 eff.) Resists +15% acid +6% fire Spell.save +6 (+4 eff.) Mind.save +12 (+6 eff.) Heal.mod +15% Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| Around neck | starlit copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% light +11% darkness Blind- +24% Amulets make your neck look great! |
| In main hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Dex, 50% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | Saladalle the Greenire (14-19 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 14.5 - 18.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +20 nature On Hit: * 10% chance to reduce armor by 30% While equipped: dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to slow global speed by 46% ---------- misc Light +2 Sharp, short and deadly. |
| Cloak | linen cloak 'Adirelaith' (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Crit.mult +10.00% Spell.pwr +15 (+6 eff.) ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold 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. |
| Main armor | mindwoven linen robe of the mountain (+12%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +12% physical ----- def ----- Resists +7% all +12% physical Mind.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the wizard (res 23%; physical; dur 2; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Won't Break Stealth 100% Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 7; resist 11%; move 31%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 11% all resistance, you move 31% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Resists +13% lightning Stun/Frz- +26% ---------- misc Mana/turn +0.24 Max.mana +25.00 Amulets make your neck look great! |
Saliriatha the Shadowgasher =5 str=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +2 Dex +1 Con ----- def ----- Resists +6% darkness Phys.save +7 (+4 eff.) Spell.save +7 (+5 eff.) Mind.save +7 (+4 eff.) ---------- misc Psi/ret +0.08 Rings make your fingers look great! |
pixie's steel ring =2 mag=0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
wizard's steel ring of nature (+20%) =2 mag=0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Spell.save +4 (+3 eff.) Rings make your fingers look great! |
yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+4 eff.) Dmg.mod +20% fire ---------- misc Talents +1 Command Staff This staff offers 20% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe of crippling (19-28 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Master Power 19.0 - 28.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
steel battleaxe of persecution (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Disrupt Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Against +7% Unnatural While equipped: Stats +5 Wil Massive two-handed battleaxes. |
Malokan (17-27 power, 3 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +9.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +19 (+6 eff.) Die.at -40.00 life Disarm- +34% ---------- misc Stam/turn +3.00 Massive two-handed swords. |
thought-forged dwarven-steel greatsword of erosion (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Nature/Psionic Power 36.0 - 57.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind +10 nature On Hit: * 21% chance to reduce all saves and defense by 20 While equipped: Stats +7 Cun +3 Wil Massive two-handed swords. |
Ebonyimmortal (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Random Unique] Disrupt/Master/Psionic Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +10 darkness Against +5% Living +8% Unnatural While equipped: Stats +1 Wil dps ---------- Acc +8 (+2 eff.) Melee Ret 4 darkness ----- def ----- Defense +7 (+2 eff.) Resists +3% darkness +12% fire Spell.save +3 (+3 eff.) Disarm- +26% Sharp, long, and deadly. |
Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 12.00 arcane and 12.00 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+9 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
steel waraxe 'Brodithad' (12-17 power, 5 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +17 nature While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Acc +11 (+3 eff.) ----- def ----- Defense +20 (+7 eff.) Resists +5% arcane +6% cold One-handed war axes. |
Zedugen (22-30 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 20 While equipped: Stats +9 Cun dps ---------- Dmg.mod +6% arcane Res.pen +15% arcane ----- def ----- Resists +5% arcane Disease- +13% ---------- misc Light +3 One-handed war axes. |
dwarven-steel waraxe 'Duathelspire' (29-41 power, 6 apr)3.0 T3 waraxe 1H weapon [Rare] Nature Power 29.0 - 40.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.5% Atk.spd 100% On Crit.r2 +18 lightning +18 cold On Hit: * 10% chance to reduce damage dealt by 17% While equipped: dps ---------- Mov.spd +30% Dmg.mod +3% physical Res.pen +14% lightning +16% cold ----- def ----- Resists +4% physical One-handed war axes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
manaburning steel dagger of massacre (18-23 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Disrupt/Master Power 18.0 - 23.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 13 arcane resource burn Sharp, short and deadly. |
steel dagger 'Bregolarin' (14-18 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Psionic Power 14.0 - 18.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +2 Dex dps ---------- Phys.pwr +20 (+6 eff.) Res.pen +15% physical ----- def ----- Die.at -40.00 life ---------- misc Infravis +2 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of persecution (20-26 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Disrupt/Master Power 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Against +8% Unnatural While equipped: Stats +2 Wil +3 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +7% physical ----- def ----- Disarm- +18% Sharp, short and deadly. |
blooming vined mindstar of life (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 6.0 - 6.6 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +23.00 HP.reg +0.60 Heal.mod +14% Heal/summ +10 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar (4-4 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Power 4.0 - 4.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +3% nature ----- def ----- Resists +4% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's thorny mindstar (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +5% nature ----- def ----- Resists +2% blight Disease- +13% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
steady ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: dps ---------- Phys.crit +3.0% Acc +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
pouch of iron shots of erosion (12/12, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+4 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. |
Vestments of the Conclave (0 def, 0 armour) =6 mag=2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+6 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +7% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% blight +17% cold +12% nature A suit of armour made of leather. |
rejuvenating hardened leather armour of lightning resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% lightning HP.reg +3.10 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
impenetrable steel mail armour of stability (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +5% physical Phys.save +15 (+8 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
dwarven-steel mail armour of acid resistance (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% acid A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% HP.reg +3.10 ---------- misc Stam/turn +1.10 A suit of armour made of mail. |
Dayfame =1 stam=1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.pwr +15 (+5 eff.) ----- def ----- Resists +7% lightning +5% temporal +6% light +2% physical Phys.save +12 (+6 eff.) ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
Quenchhunt the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +4.0% Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Dmg.mod +12% darkness +9% cold ---------- misc Infravis +3 See.Invis +3 A belt that goes around your waist. |
Airtooth (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Str +3 Mag dps ---------- Res.pen +20% lightning Melee Ret 4 acid ----- def ----- Defense +2 (+1 eff.) Crit.dmg- 15.00% Max.HP +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Iveldann the Rimeimmortal (8 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Mind.crit +3% Dmg.mod +12% mind Res.pen +10% cold ----- def ----- Defense +8 (+3 eff.) Resists +6% cold +18% fire +18% light +6% darkness Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zerodeblek the Shinebender (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Mag +3 Cun dps ---------- Spell.crit +7% Spell.pwr +15 (+6 eff.) S.pwr/crit +4 Res.pen +15% light ----- def ----- Defense +2 (+1 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Ravenbile' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Mag dps ---------- Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% blight +15% temporal +10% nature HP.reg +4.00 Heal.mod +12% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Voidblast' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Res.pen +20% darkness +20% nature Melee Ret 4 darkness ----- def ----- Defense +2 (+1 eff.) Mind.save +11 (+6 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Glintoozer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% light Res.pen +20% light ----- def ----- Armour +3 Resists +6% acid +6% light +9% cold +5% arcane +3% lightning ---------- misc Stam/turn +0.60 Max.stam +20.00 A pair of boots made of leather. |
Ravenslicer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Mag dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Resists +6% lightning +11% fire +8% cold ---------- misc See.Invis +6 A pair of boots made of leather. |
pair of iron boots 'Ce'Notha' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) Dmg.mod +24% blight Res.pen +10% blight ----- def ----- Armour +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 22 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =20% poison=1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
storm dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning Acc +10 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% lightning Unarmed combat: Power 18.5 - 25.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +13.0% Atk.spd 83% On Crit.r2 +7 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Thunderfurnace the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +10 (+3 eff.) Dmg.mod +14% acid +9% lightning Res.pen +20% mind ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +1% physical Phys.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Hanekhad (1 def, 0 armour) =3 mag=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Mag dps ---------- S.pwr/crit +10 Dmg.mod +11% mind Res.pen +5% blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+0 eff.) Resists +11% mind A pointy cloth hat, very wizardly... |
Khelydil (10 def, 1 armour) =15% phys pen=2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +2 Wil +3 Cun dps ---------- Phys.crit +1.0% Mind.pwr +3 (+2 eff.) Res.pen +15% physical ----- def ----- Armour +1 Defense +10 (+3 eff.) Fatigue +1% ---------- misc Max.stam +10.00 A cap made of leather. |
Blizzardquake (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil dps ---------- Mind.pwr +15 (+8 eff.) Melee Ret 8 lightning ----- def ----- Defense +2 (+1 eff.) Resists +9% lightning +12% cold Phys.save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
Hettethad (0 def, 3 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +2 Dex +3 Wil dps ---------- Mind.crit +1% ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +5% nature Spell.save +5 (+4 eff.) Mind.save +5 (+3 eff.) Max.HP +55.00 Heal.mod +13% ---------- misc Equi/ret +0.12 Max.psi +40.00 A cap made of leather. |
hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Lelurig the Sootbane (5 def, 3 armour) =water breath=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Str dps ---------- Melee Ret 6 darkness ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +5% Resists +3% lightning +6% cold Phys.save +3 (+2 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crystal Focus =5 mag=0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +6 See.Stealth +6 See.Invis +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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 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 86.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 86.83 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. |
Korindur the iron pickaxe (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +6 Con dps ---------- Phys.crit +8.0% ----- def ----- Armour +3 Defense +5 (+2 eff.) Resists +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Boltdash the dwarven-steel pickaxe (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% acid Res.pen +25% acid +10% lightning Melee Ret 8 lightning ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +6% acid +7% physical +5% arcane +6% lightning While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 8 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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
iron torque of gale force [power 105] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 124 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Heal for 34. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force [power 150] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 177 physical damage Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast 'Brightdare' [power 150] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +10 (+4 eff.) Melee Ret 2 fire ----- def ----- Resists +12% fire ---------- misc Max.vim +30.00 Blast the opponent's mind dealing 154 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (13 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
elm totem of thorny skin 'Beluna' [power 15] (17 cooldown) =2 mag=2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Resists +3% acid Crit.dmg- 15.00% Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 cooldown Gain 12% evasion for 2 turns. Natural totems are made by powerful wilders to store nature power. |
cleansing ash wand of lightning storm [power 182] (13 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 36 lightning damage and will be dazed for 1 turn (182 total damage) Puts all charms on 13 cooldown Cleanse 1 disease/wound/poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Random618 the Drem Shadowblade level 16
14th Steel 123rd year of Ascendancy at 10:19 see stats
Fast Curse Dispel (Madness (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Random618 the Drem Shadowblade level 16
14th Steel 123rd year of Ascendancy at 10:19 see stats
Level 10 (Madness (Roguelike) difficulty)
Got a character to level 10.By Random618 the Drem Shadowblade level 10
21st Loss 122nd year of Ascendancy at 19:12 see stats
The secret city (Madness (Roguelike) difficulty)
Discovered the truth about mages.By Random618 the Drem Shadowblade level 7
9th Loss 122nd year of Ascendancy at 07:13 see stats
Unstoppable (Madness (Roguelike) difficulty)
Returned from the dead.By Random618 the Drem Shadowblade level 19
10th Gold 123rd year of Ascendancy at 02:14 see stats
Log
------Player Action Start------
------Player Action End------
------Game Turn Changed!------
Lisutha the rogue's embedded restoration system activate.
Lisutha the rogue receives 210 healing.
------Player Action Start------
Giant army ant slows down.
Random618 performs a melee critical strike against Giant army ant!
Random618 hits Giant army ant for 54 physical, 7 light, 14 light, 20 darkness, 58 physical, 17 nature, 7 light, 14 light, 20 darkness (211 total damage).
------Player Action End------
------Game Turn Changed!------
Lisutha the rogue stops regenerating health quickly.
------Player Action Start------
Random618 performs a melee critical strike against Giant army ant!
Random618 performs a melee critical strike against Giant army ant!
Random618 hits Giant army ant for 118 physical damage.
Random618 killed Giant army ant!
------Player Action End------
------Game Turn Changed!------
Talent Tumble is ready to use.
Talent Feint is ready to use.
Lisutha the rogue uses Steady Shot.
Random618 reacts to an attack from Lisutha the rogue's Steady Shot, mitigating the blow!.
Lisutha the rogue resists the effect 'Dazzled'!
Random618's fades into the shadows.
Random618 reacts to an attack from Lisutha the rogue's Steady Shot, mitigating the blow!.
Phantasmal Shield hits Lisutha the rogue for (12 flat reduction), 44 light (44 total damage).
Lisutha the rogue's Steady Shot hits Random618 for (55 reacted , -5 stam), 136 physical (136 total damage).
Lisutha the rogue's Steady Shot hits Random618 for (181 reacted , -5 stam), 475 physical, 19 blight, 7 fire, 6 nature, 4 blight (510 total damage).
Random618 the level 19 drem shadowblade was crushed to death by Lisutha the rogue on level 1 of The Maze.























































































































