











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: 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:
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 Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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:
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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Halfling |
| Class | Shadowblade |
| Level / Exp | 23 / 43% |
| Size | small |
| Lifes / Deaths | Killed by fire drake at level 23 on the 36th Haze 122nd year of Ascendancy at 18:23 / 1 |
Primary Stats
| Strength | 12 (base 13) |
| Dexterity | 58 (base 35) |
| Constitution | 18 (base 10) |
| Magic | 47 (base 37) |
| Willpower | 19 (base 10) |
| Cunning | 39 (base 33) |
Resources
| Life | -123/652 |
| Mana | 3/297 |
| Stamina | 149/188 |
| Healing Factor | 1.2411363549267 |
| Regeneration | 7.2606476763212 |
Speed
| Mental | +3.4638958368305E-12% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | +3.5083047578155E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 30.004149834542 |
| See Invisible | 30.004149834542 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 54 |
| Crit Chance | 28% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 26 |
| Accuracy | 54 |
| Crit Chance | 38% |
| APR | 26 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 21% |
| Speed | 0.99999999999996 |
Offense: Mind
| Mindpower | 27 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +5% |
| Temporal | +3% |
| All | 0% |
| Physical | +24% |
| Cold | +4% |
| Nature | +10% |
Offense: Damage Penetration
| Light | +15% |
| Physical | +15% |
| Blight | +15% |
| Arcane | +15% |
| Cold | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 17 (35.65183292883%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 21 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Nature | + 25%( 70%) |
| Cold | + 37%( 70%) |
| Blight | + 17%( 70%) |
| Mind | + 22%( 70%) |
| Fire | + 19%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 54% |
| Bleed Resistance | 10% |
| Confusion Resistance | 52% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 0% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 24% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning 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 72 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. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 335 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.00 |
| 2/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Phantasm | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 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 injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | 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 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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 multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 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: * You've found the needed green worm. * You've found the needed sandworm tooth. * You've found the needed minotaur nose. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed giant spider spinneret. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | pair of dwarven-steel boots 'Aerothad' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.crit +2.0% Crit.mult +10.00% Phys.pwr +5 (+1 eff.) Res.pen +10% blight ----- def ----- Armour +4 Fatigue +3% Resists +8% fire +7% cold Die.at -60.00 life ---------- misc Max.mana +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's brass lantern of health2.0 T1 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +3.0% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) ----- def ----- Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Deligar the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% physical Res.pen +5% physical ----- def ----- Defense +11 (+4 eff.) Die.at -60.00 life ---------- misc Equi/ret +0.80 Psi/ret +0.90 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
| On hands | Neroyarin (0 def, 2 armour) =crit=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +8.0% Spell.crit +10% Mind.crit +8% Crit.mult +7.00% Melee+ 8 lightning 6 cold Dmg.mod +5% lightning +4% cold +3% physical Apr +2 ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +6% cold Phys.save +9 (+4 eff.) Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +14.0% Atk.spd 83% On Crit.r2 +7 lightning +7 ice On Hit: 10% Lightning Breath 3 On Hit: 10% Ice Breath 3 On Crit: 20% Cripple 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Malerion the elm totem of stinging [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +5 Con dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Phys.save +3 (+1 eff.) Confus- +10% Def/telep +15 Res/telep +15% Dur/telep +15% Sting an enemy dealing 128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Emudhedara the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +9 (+3 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Armour +8 Resists +3% cold Max.HP +20.00 Heal.mod +5% Cut- +10% Confus- +20% Stun/Frz- +20% Rings make your fingers look great! |
| On fingers | Hailhunger0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% arcane +5% cold On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% cold HP.reg +3.00 Stun/Frz- +34% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| Around neck | Blazeravager0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +3% Crit.mult +15.00% Res.pen +15% light Acc +5 (+1 eff.) Melee Ret 4 physical ----- def ----- Resists +11% mind Confus- +22% Amulets make your neck look great! |
| In main hand | 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. |
| Around waist | noble's rough leather belt of valiance1.0 T1 belt armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +16% Summoned Mind.save +6 (+3 eff.) Max.HP +47.00 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Ce'Nodhebeth (11 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.crit +1.0% Crit.mult +15.00% Dmg.mod +12% physical Res.pen +10% physical ----- def ----- Defense +11 (+4 eff.) Phys.save +8 (+4 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chavor the woollen robe (3 def, 3 armour)2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +10% nature Res.pen +5% blight ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +6% blight +15% nature +9% all Phys.save +17 (+7 eff.) Max.HP +40.00 HP.reg +2.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 134; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 134 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the sneak (speed 610%; 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 610% 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 Cunning 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 titan (speed 469%; 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 469% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. 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 wizard (speed 605%; 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 605% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 20%; physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 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 20% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the warrior (res 17%; mental; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
blink rune of the wizard (range 5; phase 17; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 18; resist 24%; move 38%; dur 5; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 24% all resistance, you move 38% faster, and you are invisible (power 18). 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 103; 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 103 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. Press to compare to your current inscriptions |
shatter afflictions rune of the psychic (absorb 39; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 39; cd 12)0.1 rune scroll [Ego] 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 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stabilizing copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +21% Amulets make your neck look great! |
wanderer's copper amulet0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Adunor the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +4 Cun +6 Dex dps ---------- Phys.crit +2.0% Acc +5 (+1 eff.) ----- def ----- Defense +15 (+5 eff.) ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Aruta the gold ring =lightning res=0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +2 Mag +3 Cun +1 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Crit.chn- 15.00% ---------- misc Psi/ret +0.04 See.Invis +9 Rings make your fingers look great! |
Samichik the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil ----- def ----- Resists +6% temporal +9% nature +12% darkness Mind.save +9 (+5 eff.) Confus- +31% ---------- misc Mana/s.crit +2.00 Rings make your fingers look great! |
Shiverhue =anti armor=0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +9% cold Res.pen +10% cold Acc +9 (+3 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Defense +10 (+3 eff.) Fatigue -5% Resists +7% nature +8% blight Poison- +15% Disease- +14% ---------- misc Max.enc +24 Disengage: Puts all charms on 10 cooldown Level 2.6 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
copper ring of life0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +48.00 HP.reg +6.00 Heal.mod +11% Rings make your fingers look great! |
titan's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Phys.save +6 (+3 eff.) Rings make your fingers look great! |
wizard's gold ring of tenacity0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Max.HP +26.00 Disarm- +26% Pinning- +22% Knockbk- +35% Rings make your fingers look great! |
balanced steel battleaxe of evisceration (22-34 power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Ego+] Master Power 22.5 - 33.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +7 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +28% Massive two-handed battleaxes. |
iron battleaxe of massacre (24-37 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 24.5 - 36.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
Brandwhisper (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 light +12 fire Against +10% Undead On Hit.r1 +16 fire On Crit.r2 +4 fire While equipped: Stats +2 Dex dps ---------- Phys.spd +10% Res.pen +10% blight +7% physical Acc +14 (+4 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of massacre (22-28 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 21.5 - 27.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 3 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 22 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
truestriking steel dagger of enduring (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Nature/Master Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +7 Con +6 Wil dps ---------- Res.pen +7% physical Acc +8 (+2 eff.) Apr +6 ----- def ----- Max.HP +41.00 Sharp, short and deadly. |
warbringer's dwarven-steel dagger (19-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +5% physical ----- def ----- Disarm- +10% Sharp, short and deadly. |
creative thorny mindstar of resolve (8-8 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.5 - 8.2 Nature 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: Stats +3 Cun +4 Wil dps ---------- Mind.crit +3% Crit.mult +7.00% Mind.pwr +6 (+3 eff.) ----- def ----- Spell.save +4 (+2 eff.) ---------- 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. |
resonating thorny mindstar of life (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 9.0 - 9.9 Nature 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 +4% mind Res.pen +2% mind ----- def ----- Resists +3% mind Dmg.Resnn +8% Max.HP +18.00 HP.reg +0.80 ---------- misc Psi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Ivitira the hardened leather belt =Accuracy=1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +20 (+6 eff.) Acc +30 (+8 eff.) Apr +4 ----- def ----- Defense +31 (+9 eff.) Stealth +8 A belt that goes around your 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. |
Scabnull the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% nature Res.pen +10% nature +10% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% nature +3% fire Spell.save +5 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Zubulaith1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Cun +3 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% Dmg.mod +6% temporal Res.pen +5% temporal ----- def ----- Defense +10 (+3 eff.) Crit.chn- 15.00% Spell.save +9 (+5 eff.) Blind- +20% A belt that goes around your waist. |
hardened leather belt 'Blackgrind'1.0 T3 belt armor [Random Unique] Nature/Disrupt While equipped: dps ---------- Dmg.mod +9% fire Res.pen +15% darkness Melee Ret 4 fire ----- def ----- Resists +10% lightning +8% temporal +6% darkness +6% blight +8% acid Max.HP +41.00 A belt that goes around your waist. |
noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +3 Wil +7 Cun +6 Lck dps ---------- Against +18% Summoned ----- def ----- D.Red.from +17% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
Blazebrace the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +8 Str +2 Dex dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +3% light +6% fire Max.HP +36.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Galothad (11 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +11 (+4 eff.) Resists +5% arcane Max.HP +31.00 Heal.mod +20% Disease- +10% 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. |
Layyramina the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Crit.mult +10.00% Dmg.mod +6% physical ----- def ----- Defense +6 (+2 eff.) Resists +3% acid Phys.save +6 (+3 eff.) Disarm- +20% ---------- misc Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Iron Throne (1 def, 0 armour) =con=2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +2 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.06 to 42.57 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
focusing linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature/Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +6% blight +7% all Max.HP +47.00 HP.reg +2.10 Heal.mod +11% ---------- misc Mana/turn +0.10 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour) =con=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +9% all Poison- +24% Disease- +21% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 40% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
miner's pair of iron boots of phasing (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Armour +5 Fatigue +2% ---------- misc Infravis +1 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Sparkoblivion' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +12% blight Res.pen +16% darkness +13% temporal ----- def ----- Armour +4 Fatigue -9% Resists +12% lightning +14% temporal +14% darkness Phys.save +21 (+9 eff.) Def/telep +15 Res/telep +14% Dur/telep +15% ---------- misc Max.enc +54 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Abyssdare (0 def, 9 armour) =con l'ning res=1.0 T2 hands armor [Rare] Arcane While equipped: Stats +11 Con dps ---------- Dmg.mod +18% fire Res.pen +10% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Armour +9 Hardiness +7% Resists +18% lightning +9% fire +6% physical Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 5% Stone Touch 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tanik (0 def, 2 armour) =Accuracy=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Mag +5 Wil +1 Cun dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 arcane Dmg.mod +13% arcane Acc +18 (+5 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +3% arcane Phys.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Disarm- +20% ---------- misc Infravis +1 Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +9 Crit +13.0% Atk.spd 83% Melee+ +4 arcane On Hit: 10% Perfect Control 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Undeathire the dwarven-steel gauntlets (0 def, 2 armour) =slow=1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Dex dps ---------- Melee+ 7 acid Dmg.mod +5% acid Acc +25 (+7 eff.) On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +5% arcane Unarmed combat: Power 22.5 - 31.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +13 Apr +9 Crit +21.0% Atk.spd 83% On Crit.r2 +5 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Isysebeth the linen wizard hat (21 def, 10 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Armour +10 Defense +21 (+6 eff.) Resists +22% lightning Die.at -60.00 life Disease- +10% A pointy cloth hat, very wizardly... |
bladed rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% 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 33.4 Physical damage. If the attack hits, the target is confused (40% 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. |
miner's rough leather cap of constitution (+3) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Growthwrack the iron mail armour (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +6% physical +6% lightning +6% blight +9% cold +6% mind +7% fire Blind- +20% Stun/Frz- +20% A suit of armour made of mail. |
radiant dwarven-steel mail armour of resilience (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +13% blight +16% darkness Max.HP +25.00 ---------- misc Light +1 A suit of armour made of mail. |
Turahek (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Rare] Master While equipped: Stats +7 Cun +2 Wil dps ---------- Dmg.mod +3% mind ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +16% fire ---------- misc Equi/ret +0.16 Max.hate +2.00 A suit of armour made of leather. |
Galegore (28/28, 14-20 power, 5 apr)3.0 T1 arrow ammo [Rare] Master Power 14.0 - 19.6 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 28 Ranged+ +16 lightning +20 mind On Hit.r1 +8 lightning On Crit.r2 +8 mind On Hit: * 20% chance to slow global speed by 44% While equipped: ---------- misc Reload +3 Arrows are used with bows to pierce your foes to death. |
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. |
235 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. |
4 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. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 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. |
Bethasethra the Phlegmshear (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +5% nature On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Fatigue -5% Resists +6% light +3% acid While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Quenchwoe the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +3% physical +3% cold ----- def ----- Armour +2 Die.at -80.00 life ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(68 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Xuwyn the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Res.pen +10% temporal Melee Ret 12 fire 4 temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +7% fire +3% mind +3% temporal Blind- +27% Confus- +15% ---------- misc Light +8 See.Stealth +10 See.Invis +9 Track: Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 6 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Eilinoseta [power 47] (25 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +5.00% Res.pen +10% mind ----- def ----- Mind.save +6 (+3 eff.) Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. 100% to gain a 10% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Yarogar the steel torque of psionic shield [power 55] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Dmg.mod +9% blight Res.pen +10% physical ---------- misc Psi/ret +0.04 Max.psi +50.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
iron torque of clear mind [power 1] (25 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 25 cooldown Torques are made by powerful psionics to store psionic powers. |
soothing steel torque of clear mind [power 2] (25 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 25 cooldown 100% to heal for 32. Torques are made by powerful psionics to store psionic powers. |
Ivubrema the ash totem of stinging [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Apr +3 ----- def ----- Resists +3% darkness +6% lightning Crit.chn- 5.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +3.00 Max.stam +30.00 Sting an enemy dealing 227 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful elm totem of healing [power 122] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ___STAB_DARKLY___ the Halfling Shadowblade level 13
3rd Dusk 122nd year of Ascendancy at 18:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By ___STAB_DARKLY___ the Halfling Shadowblade level 22
35th Haze 122nd year of Ascendancy at 16:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ___STAB_DARKLY___ the Halfling Shadowblade level 10
3rd Mirth 122nd year of Ascendancy at 18:53 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ___STAB_DARKLY___ the Halfling Shadowblade level 20
69th Dusk 122nd year of Ascendancy at 08:40 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By ___STAB_DARKLY___ the Halfling Shadowblade level 19
52nd Dusk 122nd year of Ascendancy at 04:53 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ___STAB_DARKLY___ the Halfling Shadowblade level 7
78th Pyre 122nd year of Ascendancy at 23:16 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ___STAB_DARKLY___ the Halfling Shadowblade level 10
6th Mirth 122nd year of Ascendancy at 09:02 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ___STAB_DARKLY___ the Halfling Shadowblade level 19
45th Dusk 122nd year of Ascendancy at 17:37 see stats
Log
Rotting Disease from Xewyn the brown bear hits Fire drake for 16 blight damage.
Talent Dual Strike is ready to use.
Burning from Fire drake hits ___STAB_DARKLY___ for 36 fire damage.
Decrepitude Disease from Xewyn the brown bear hits ___STAB_DARKLY___ for 14 blight damage.
Thorn Grab from Xewyn the brown bear hits ___STAB_DARKLY___ for (33 ignored), 0 nature (0 total damage).
Rotting Disease from Xewyn the brown bear hits ___STAB_DARKLY___ for 14 blight damage.
Xewyn the brown bear uses Reclaim.
Xewyn the brown bear's mind surges with critical power!
___STAB_DARKLY___ reacts to damage from Xewyn the brown bear, mitigating the blow!.
___STAB_DARKLY___ reacts to damage from Xewyn the brown bear, mitigating the blow!.
Phantasmal Shield hits Xewyn the brown bear for (69 antimagic), 2 light (2 total damage).
Xewyn the brown bear hits ___STAB_DARKLY___ for (44 reacted , -4 stam), 142 acid, (33 reacted , -4 stam), 104 nature (247 total damage).
Fire drake roars!
___STAB_DARKLY___ reacts to damage from Fire drake, mitigating the blow!.
___STAB_DARKLY___ resists!
Fire drake hits ___STAB_DARKLY___ for (36 reacted , -4 stam), 115 physical (115 total damage).
3-headed hydra is afflicted by a rotting disease!
Xewyn the brown bear's manaburn arcane area effect hits 3-headed hydra for 0 arcane damage.
Xewyn the brown bear's manaburn arcane area effect hits Fire drake for 0 arcane damage.
Rotting Disease from ___STAB_DARKLY___ hits Xewyn the brown bear for (20 antimagic), 0 blight (0 total damage).
Rotting Disease from Xewyn the brown bear hits Fire drake for 15 blight damage.
3-headed hydra breathes lightning!
3-headed hydra hits ___STAB_DARKLY___ for 110 lightning damage.
Rotting Disease from Xewyn the brown bear hits 3-headed hydra for 15 blight damage.
Talent Shadowguard is ready to use.
Burning from Fire drake hits ___STAB_DARKLY___ for 36 fire damage.
Decrepitude Disease from Xewyn the brown bear hits ___STAB_DARKLY___ for (12 ignored), 0 blight (0 total damage).
Thorn Grab from Xewyn the brown bear hits ___STAB_DARKLY___ for 30 nature damage.
Rotting Disease from Xewyn the brown bear hits ___STAB_DARKLY___ for 12 blight damage.
___STAB_DARKLY___ the level 23 halfling shadowblade was combusted to death by a fire drake on level 2 of Old Forest.

















































































































