











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.6 |
| Addons | Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.6.6Donators/Buyers bonus! Ashes of Urh'Rok 1.6.0Official 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 1.6.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.6.0Donators/Buyers bonus! Demon Seed Details 1.4.6
This addon is for all you Demonologists out there. Further modifies demon seed names in your inventory to include details about each seed's mods and stats. No more manually tagging hundreds of seeds! I don't do this LUA/addon stuff too often so please forgive any bugs. Currently, switching invenotry tabs for example will remove the details from the seed names. To fix it just close your inventory and open it again. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Forbidden Cults 1.6.0Official 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.
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Better Item Description 1.6.6This 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 Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Archmage |
| Level / Exp | 22 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Aerydatira the sandworm at level 22 on the 5th Allure 123rd year of Ascendancy at 07:36 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 17 (base 10) |
| Magic | 55 (base 51) |
| Willpower | 46 (base 43) |
| Cunning | 18 (base 11) |
Resources
| Life | -165/590 |
| Mana | 79/197 |
| Healing Factor | 0.74944335496141 |
| Regeneration | 16.556705262612 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.85179503776% |
| Spell | 0% |
| Global | +122.75510204082% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 2 |
| Stealth | 18.198257413678 |
Offense: Mainhand
| Damage | 27 |
| Accuracy | 22 |
| Crit Chance | 13% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +43% |
| Light | +11% |
| Darkness | +17% |
| Cold | +3% |
| Mind | +21% |
| All | 0% |
Offense: Damage Penetration
| Light | +25% |
| Darkness | +15% |
Defense: Base
| Armour (hardiness) | 14 (30%) |
| Defense | 24 |
| Ranged Defense | 32 |
| Fatigue | 0 |
| Physical Save | 9 |
| Spell Save | 27 |
| Mental Save | 27 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 9%( 70%) |
| All | 0%( 70%) |
| Darkness | + 15%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 3%( 70%) |
| Physical | + 1%( 70%) |
| Lightning | + 49%( 70%) |
Defense: Immunities
| Pinning Resistance | 93% |
| Bleed Resistance | 20% |
| Confusion Resistance | 45% |
| Stun Resistance | 67% |
| Silence Resistance | 61% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 15% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 18 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 375 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (377 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 95 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. |
Class Talents
| Spell / Temporal | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
| Spell / Air | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Divination | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Essence of Speed |
| talent | Shielding |
| talent | Feather Wind |
| detrimental effect | The more you use runes, the longer they will take to recharge (+3 cooldowns). Runic Saturation |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is attuned to the wild, increasing all damage affinity by 15% and reducing a random debuff duration by 2 each turn. Primal Attunement |
| detrimental effect | The target's has a cursed wound, reducing healing by 53%. Cursed Wound |
| beneficial effect | The time distortion has created a restoration field, healing the target for 53 each turn. Temporal Restoration Field |
| beneficial effect | The target has 14 increased life regeneration. Recovery |
| beneficial effect | The target assumes the form of a dúathedlen. Corruption of the Doomed |
| beneficial effect | The mana surge engulfs the target, regenerating 4.10 mana per turn. Surging mana |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Isiwe the brown mold. Escort: lone alchemist (level 2 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You 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 |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. * You've found the needed length of troll intestine. 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 chunk of ghoul flesh. * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed black mamba head. * '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. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one 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.' * You've found the needed sandworm tooth. | 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 within | 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 rough leather boots 'Noonbearer' (15 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Defense +15 (+7 eff.) Resists +5% arcane Max.HP +60.00 HP.reg +2.00 Silence- +21% Confus- +22% Stun/Frz- +21% ---------- misc Light +3 A pair of boots made of leather. |
| Light source | brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +43.00 ---------- 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 | Velymira the Rainmarrow (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +1% physical Max.HP +40.00 Silence- +20% A cap made of leather. |
| Tool | dwarven-steel torque of mindblast 'Coalquench' [power 230] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind +12% darkness Res.pen +15% darkness +25% light ----- def ----- Resists +6% darkness Blast the opponent's mind dealing 278 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Aerovon the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Psionic While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Crit.mult +10.00% Dmg.mod +23% lightning ----- def ----- Resists +46% lightning Mind.save +6 (+3 eff.) Confus- +23% Rings can have magical properties. |
| On fingers | Hathazilahell0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Dex +1 Mag +7 Cun dps ---------- Phys.pwr +6 (+3 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +6 (+3 eff.) Melee+ 16 light Ranged+ 13 light Dmg.mod +11% light Acc +6 (+3 eff.) ----- def ----- Crit.dmg- 5.00% ---------- misc Mana/s.crit +2.00 Max.vim +10.00 Infravis +2 Rings can have magical properties. |
| 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 main hand | yew magestaff 'Unrurak' (120% power, 4 apr, lightning element)5.0 T3 staff 1H weapon [Rare] Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +8 (+4 eff.) Spell.pwr +16 (+6 eff.) Dmg.mod +12% mind +20% lightning Acc +8 (+4 eff.) ----- def ----- Resists +9% darkness +3% light +9% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | heroic dwarven-steel gauntlets (0 def, 6 armour)1.5 T2 hands armor [Ego+] Master While equipped: ----- def ----- Armour +6 Fatigue +3% Mind.save +7 (+4 eff.) Max.HP +52.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | troll-hide rough leather armour of Eyal (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Ego++] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +56.00 HP.reg +5.90 Heal.mod +22% A suit of armour made of leather. |
| Cloak | Runogohad (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +3% temporal +3% light Max.HP +34.00 Cut- +20% Silence- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Xerilaith'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +4 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +5 (+2 eff.) Amulets can have magical properties. |
Inventory
regeneration infusion of the psychic (heal 250; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 250 life over 5 turns. 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. |
regeneration infusion of the psychic (heal 313; 14 cd)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 313 life over 5 turns. 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. |
regeneration infusion of the wizard (heal 247; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. 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. |
shatter afflictions rune of the wizard (absorb 118; cd 18)0.1 rune scroll [Ego] 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 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 458; dur 5; cd 16)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 create a protective shield absorbing at most 458 damage for 5 turns. 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. |
Glintspiker0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +3% light Res.pen +5% arcane +10% light ----- def ----- Resists +5% arcane +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Amulets can have magical properties. |
Goraneg0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +7 Lck dps ---------- Res.pen +15% acid Acc +6 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Resists +9% blight +13% light +12% darkness Spell.save +3 (+2 eff.) Unseen.red 12% Blind- +24% ---------- misc Masteries +0.15 Spell/Ice Amulets can have magical properties. |
restful copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% HP.reg +1.00 Amulets can have magical properties. |
Hellidol the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +21% acid Melee Ret 2 fire ----- def ----- Resists +3% fire Mind.save +4 (+2 eff.) Rings can have magical properties. |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings can have magical properties. |
titan's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +4 (+4 eff.) Rings can have magical properties. |
iron battleaxe 'Starstone' (110% power, 1 apr)3.0 T1 battleaxe 2H weapon Reqs Str 11 [Rare] Nature Power 110% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.3% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +12 light While equipped: Stats +13 Wil +9 Con dps ---------- Mind.crit +4% Dmg.mod +3% light ----- def ----- Max.HP +31.00 ---------- misc Max.psi +10.00 Light +1 Massive two-handed battleaxes. |
Arthuredir (118% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Random Unique] Nature/Master/Psionic Power 119% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 mind On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +7 Wil +2 Cun +6 Con dps ---------- Mind.crit +3% Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +3 (+2 eff.) Max.HP +22.00 ---------- misc Max.hate +2.00 Blunt and deadly. |
Kamakhad the hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +13 Str +6 Dex +6 Mag +10 Wil +6 Cun +8 Con dps ---------- Dmg.mod +6% mind ----- def ----- Mind.save +12 (+6 eff.) Slings are used to hurl stones or metal shots at your foes. |
Dageleg the elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Str +4 Con dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning +9% acid ----- def ----- Defense +5 (+2 eff.) ---------- misc Stam/turn +3.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 74.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
Elasetira the ash vilestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Hardiness +2% Defense +12 (+6 eff.) Resists +3% light +6% temporal Phys.save +3 (+3 eff.) ---------- misc Light +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
Galeriver the yew starstaff (120% power, 4 apr, temporal element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) S.pwr/crit +8 Dmg.mod +20% darkness +20% temporal +20% light +20% physical Melee Ret 8 lightning ----- def ----- Resists +10% darkness +10% temporal +10% light +10% physical ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Neruriassra the elm magestaff (100% power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Cun +3 Con dps ---------- Spell.crit +1% Crit.mult +5.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold ----- def ----- Defense +5 (+2 eff.) ---------- misc Equi/ret +0.04 Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.6 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 101.56 light damage. Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Nimbusknave' (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +3% acid +3% mind +15% lightning Res.pen +10% lightning +5% mind +25% acid ----- def ----- Defense +8 (+4 eff.) Resists +3% mind ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.3 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 74.92 light damage. Staves designed for wielders of magic, by the greats of the art. |
enhanced steel steamgun4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +3 Str +4 Dex +3 Mag +5 Wil +3 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of enduring4.0 T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +6 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str +8 Wil +6 Con dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Max.HP +10.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Eilinigawe the Corpsespar1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +9 (+4 eff.) Resists +6% nature Spell.save +9 (+5 eff.) Stealth +5 A belt that goes around your waist. |
Layeretta the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Defense +20 (+10 eff.) Resists +6% mind Crit.dmg- 5.00% Phys.save +7 (+7 eff.) Mind.save +3 (+2 eff.) Die.at -60.00 life Confus- +20% Teleport- +20% A belt that goes around your waist. |
Tarrilathagorn1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Phys.crit +1.0% Spell.pwr +3 (+1 eff.) Res.pen +5% blight Apr +4 ----- def ----- Armour +4 Mind.save +7 (+4 eff.) A belt that goes around your waist. |
blurring hardened leather belt1.0 T3 belt armor [Ego] Master While equipped: ----- def ----- Defense +11 (+5 eff.) Stealth +7 A belt that goes around your waist. |
rough leather belt 'Urorach'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +14% temporal +3% acid Die.at -80.00 life A belt that goes around your waist. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +4 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +5 Infravis +3 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +7% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Cloudwilter the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex dps ---------- Res.pen +5% lightning Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Phys.save +15 (+13 eff.) Die.at -20.00 life Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ebonyoracle (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +3% darkness +12% fire Melee Ret 4 fire On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Defense +1 (+0 eff.) Resists +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Smeartyphoon (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +1.0% Dmg.mod +3% arcane On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Defense +1 (+0 eff.) Resists +9% nature Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
kruk cloak of Iron Throne (0 def, 0 armour)2.0 T1 cloak armor [Cosmetic Item] Master While equipped: Stats +1 Str +2 Con A stylish kruk-style cloak, to look awesome. |
Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+5 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. |
linen robe 'Skybreaker' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +13% cold Melee Ret 2 lightning 4 mind ----- def ----- Resists +7% all +19% cold Crit.dmg- 15.00% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloudnoon (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +9% lightning Res.pen +10% cold ----- def ----- Armour +3 Fatigue +2% Resists +15% lightning +7% temporal +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eilinesetta (15 def, 4 armour)3.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Armour +4 Defense +15 (+7 eff.) Fatigue +3% Resists +6% light +5% arcane +9% mind +3% nature HP.reg +3.00 Heal.mod +14% Blind- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Ivorin the Blazemarrow (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light +6% arcane ----- def ----- Armour +1 Silence- +21% Confus- +22% Stun/Frz- +20% ---------- misc Light +3 A pair of boots made of leather. |
Korezor the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Dex +6 Lck dps ---------- Res.pen +10% mind Melee Ret 2 mind ----- def ----- Armour +1 Resists +9% acid +2% physical Stealth +5 A pair of boots made of leather. |
Unrydelin the Sleettrail (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +4 Wil +4 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +6% acid Res.pen +15% acid +7% physical +15% cold ----- def ----- Armour +3 Resists +21% acid +3% cold Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 5 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Xanakira' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +6 Str +2 Con dps ---------- Acc +5 (+3 eff.) ----- def ----- Armour +3 Fatigue +2% Crit.dmg- 10.00% Phys.save +3 (+3 eff.) Pinning- +10% Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Chameradur' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +1% physical +3% light +6% fire +3% mind +6% cold Stun/Frz- +20% A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 40.87 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Sludgegrip (0 def, 0 armour)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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +3% fire ----- def ----- Armour +1 Resists +5% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves (0 def, 5 armour)1.0 T1 hands armor [Ego+] Master While equipped: ----- def ----- Armour +5 Mind.save +5 (+3 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
heroic rough leather gloves of dexterity (+2) (0 def, 4 armour)1.0 T1 hands armor [Ego+] Master While equipped: Stats +2 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +4 Mind.save +5 (+3 eff.) Max.HP +44.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 43.23 to 129.69 lightning damage (86.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Mayerama the Blindterror (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex +2 Cun dps ---------- Crit.mult +20.00% Res.pen +5% darkness Melee Ret 8 darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% darkness ---------- misc Hate/m.crit +3.00 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 19.0 Physical damage. If the attack hits, the target is confused (31% 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. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+11 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs - Heavy armour training Str 16 [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+11 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Yvonor the Galesting (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Str +3 Mag +4 Wil dps ---------- Dmg.mod +12% lightning Res.pen +10% lightning ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning ---------- misc See.Invis +3 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 19.0 Physical damage. If the attack hits, the target is confused (31% 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. |
Zaneroddarig the Deepsward (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Dmg.mod +3% blight Res.pen +5% arcane Melee Ret 4 darkness ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness Spell.save +6 (+3 eff.) ---------- misc Max.mana +60.00 A pointy cloth hat, very wizardly... |
Zuberin the Carrionstriker (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +6% nature ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
hardened leather cap 'Freezeripper' (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% mind ----- def ----- Armour +3 Fatigue +3% Resists +9% acid +12% darkness +3% fire +10% nature +6% cold Spell.save +5 (+3 eff.) Max.HP +60.00 Heal.mod +12% A cap made of leather. |
rough leather cap 'Corruptionwing' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +1 Wil dps ---------- Dmg.mod +3% nature Res.pen +10% arcane ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+11 eff.) ---------- misc Light +3 See.Invis +9 A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather armour 'Glorynn' (3 def, 2 armour)9.0 T1 light armor Reqs Str 10 [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +6% nature Crit.dmg- 5.00% Spell.save +3 (+2 eff.) Max.HP +21.00 A suit of armour made of leather. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
45 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 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. |
Glorin the Quenchsting (dig speed 40 turns)3.0 T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag dps ---------- Spell.crit +5% Res.pen +10% cold ----- def ----- Resists +3% acid +6% temporal +3% light Silence- +10% ---------- misc Max.mana +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Layukira the iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str +7 Wil +2 Con dps ---------- Melee Ret 2 physical ----- def ----- Fatigue -5% ---------- misc Stam/turn +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 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. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
Cloudvengeance the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +12% lightning +6% light Res.pen +5% light +5% cold Melee Ret 2 lightning ----- def ----- Resists +6% lightning ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Jetbraid2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +3 Con dps ---------- Crit.mult +5.00% Dmg.mod +3% darkness ---------- misc Light +5 Infravis +2 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. |
Summertide Phial1.0 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.(103 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
3 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. |
soothing yew wand of shielding [power 248] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 358 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 40. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of shielding [power 266] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 384 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 39. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
7 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. |
9 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. |
9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Magic Hour the Doomelf Archmage level 15
45th Haze 122nd year of Ascendancy at 23:06 see stats
Fast Curse Dispel (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed while saving all the lumberjacks.By Magic Hour the Doomelf Archmage level 15
45th Haze 122nd year of Ascendancy at 23:06 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Magic Hour the Doomelf Archmage level 6
79th Pyre 122nd year of Ascendancy at 01:36 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Magic Hour the Doomelf Archmage level 10
5th Mirth 122nd year of Ascendancy at 14:47 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Magic Hour the Doomelf Archmage level 20
77th Haze 122nd year of Ascendancy at 09:05 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Magic Hour the Doomelf Archmage level 15
10th Haze 122nd year of Ascendancy at 00:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Magic Hour the Doomelf Archmage level 10
6th Mirth 122nd year of Ascendancy at 09:03 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Magic Hour the Doomelf Archmage level 12
1st Summertide 122nd year of Ascendancy at 23:33 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Magic Hour the Doomelf Archmage level 17
54th Haze 122nd year of Ascendancy at 15:52 see stats
Log
Magic Hour is no longer out of phase.
Xerokira the gigantic sandworm tunneler rushes out!
Xerokira the gigantic sandworm tunneler hits Magic Hour for (28 to time), 0 nature, (11 to time), 0 fire, (25 to time), 0 mind, (11 to time), 0 fire (0 total damage).
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Aerydatira the sandworm rushes out!
Your time shield crumbles under the damage!
The fabric of time around Magic Hour stabilizes to normal.
The powerful time-altering energies generate a restoration field on Magic Hour.
Magic Hour is recovering from the damage!
Aerydatira the sandworm hits Magic Hour for (101 to time), 286 physical (286 total damage).
Raze hits Magic Hour for 11 darkness damage.
LIFE LOST WARNING!
Keyboard input temporarily disabled.
Magic Hour uses Infusion: Primal.
Magic Hour attunes to the wild.
Magic Hour casts Arcane Reconstruction.
Magic Hour receives 163 healing.
Magic Hour receives 39 healing from Temporal Restoration Field.
Xerokira the gigantic sandworm tunneler summons a Ritch Flamespitter!
The unstable sand tunnel collapses!
The unstable sand tunnel collapses!
Aerydatira the sandworm casts Tentacled Wings.
Aerydatira the sandworm performs a melee critical strike against Magic Hour!
Magic Hour deactivates Corruption of the Doomed.
Magic Hour turns into a dúathedlen!
Magic Hour is no longer being stalked by Aerydatira the sandworm.
Saving game...



















































































































