










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Store Wish List 1.3.0Allows you to keep notes about things you'd like to buy in various stores in the future, and pops up reminders when you can afford them. Press <ctrl-Return> when a store item is selected to add it to your wish list; press <alt-shift-w> (or your preferred key rebound in the usual manner) to manage your wish list. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Passive Cooldowns 1.3.0Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Allow Respec Anywhere 1.2.3Notes to Self 1.3.0Allows you to add notes to a character which will be displayed just after you load it, as a reminder of anything you want to remember next time you play the character. Useful if, like me, you have several characters going at once. The Character Notes dialog is initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Easy Map v2 1.5.10Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Tier-1 Short Circuit Option 1.1.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. Embers of Rage 1.5.0Official 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:
Pragmatic Heroism 1.4.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. EquipDoll - Clean Item Names 1.5.10Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Forbidden Cults 1.5.9Official Expansion!Go to Landmark 1.1.0Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Ashes of Urh'Rok 1.5.0Official 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:
Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Prodigious Progress 1.3.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.5.10This 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 Improved Auto-explore and Rest 1.5.5Quality 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. Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Higher |
| Class | Writhing One |
| Level / Exp | 37 / 98% |
| Size | medium |
| Lifes / Deaths | Killed by naga myrmidon at level 37 on the 3rd Flare 123rd year of Ascendancy at 17:35 / 2Killed by naga myrmidon at level 37 on the 5th Flare 123rd year of Ascendancy at 11:12 |
Primary Stats
| Strength | 100 (base 50) |
| Dexterity | 19 (base 10) |
| Constitution | 54 (base 36) |
| Magic | 68 (base 60) |
| Willpower | 19 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -90/1250 |
| Positive | 0/158 |
| Insanity | 64/100 |
| Healing Factor | 1.5546428571428 |
| Regeneration | 3.342482142857 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +22.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 9 |
| Infravision | 6 |
| See Stealth | 31.906650766992 |
| See Invisible | 30.906650766992 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 202 |
| Accuracy | 49 |
| Crit Chance | 4% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 19 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +15% |
| Physical | +21% |
| Cold | +10% |
| All | +0% |
| Darkness | +35% |
| Mind | +21% |
| Fire | -10% |
| Lightning | +6% |
Offense: Damage Penetration
| Darkness | +20% |
| Physical | +17% |
| Acid | +25% |
Defense: Base
| Armour (hardiness) | 69.36174050493 (100%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 41 |
| Physical Save | 46 |
| Spell Save | 41 |
| Mental Save | 27 |
Defense: Resistances
| Acid | 36%( 74%) |
| Physical | 29%( 74%) |
| Mind | 25%( 74%) |
| Darkness | 31%( 74%) |
| Arcane | 21%( 74%) |
| Cold | 23%( 74%) |
| All | 15%( 74%) |
Defense: Immunities
| Stun Resistance | 41% |
| Confusion Resistance | 10% |
| Pinning Resistance | 10% |
| Knockback Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 59% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| 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 440 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 418 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 575% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 20 for 11 turns. While Heroism is active, you will only die when reaching -670 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 4/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 4/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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& And now for a grave | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved Magic by +2. | done |
You failed to protect the lone alchemist from death by forest wight. Escort: lone alchemist (level 7 of Dreadfell) | failed |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by snow giant boulder thrower. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Porath the forest troll. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved Strength by +2. | done |
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 successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)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 have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
Explore the caves below the ruins of Kor&LIGHT_GREENWHITELIGHT_GREEN039;Pul and vanquished the Shade. Of trolls and damp caves | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;s center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress&LIGHT_GREEN | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj&WHITELIGHT_GREEN039;ve found the needed warg claw. The Brotherhood of Alchemists* You&WHITELIGHT_GREEN039;ve found the needed bear paw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed faerlhing fang. * You&WHITELIGHT_GREEN039;ve found the needed length of troll intestine. * You&WHITESLATE039;Needed: one mummified bone. That is, a bone from a corpse that&039;re certain to find when you kick a mummy apart. I recommend finding one that doesn&039; Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You&WHITELIGHT_GREEN039;ve found the needed xorn fragment. * You& | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm& | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak&WHITESLATEWHITESLATEWHITESLATE | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj&LIGHT_GREENWHITELIGHT_GREEN There and back again | active |
Till the Blood Runs Clear | 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 | Unbreakable Greaves (8 def, 20 armour)3.0 T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +20 Hardiness +20% Defense +8 (+4 eff.) Fatigue +12% Resists +15% acid +15% physical Knockbk- +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Doursever of the Blightspawn (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +17 Str +14 Dex +3 Wil dps ---------- Dmg.mod +6% acid Res.pen +25% acid Melee Ret 4 acid 12 fire On Melee Ret: * 23% chance to disease * 29% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +3% acid Mind.save +8 (+4 eff.) ---------- misc Light +1 A cap made of leather. |
| Tool | Velyssra the Gloomstrike [power 75] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +21% mind +12% darkness Melee Ret 8 mind ----- def ----- Resists +12% mind ---------- misc Wards +2 physical +3 mind +3 darkness Talents +1 Ward Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 75 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | gladiator&0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +51.00 HP.reg +1.10 Heal.mod +16% Rings can have magical properties. |
| On fingers | conjurer&0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Blind- +24% ---------- misc Infravis +4 See.Stealth +11 See.Invis +7 Rings can have magical properties. |
| Around waist | Arykalthondil the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +6 Cun ----- def ----- Max.HP +36.00 ---------- misc Light +3 See.Invis +3 Telepathy Humanoid/Orc A belt that goes around your waist. |
| In main hand | truestriking stralite mace of massacre (50.5-70.7 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Master Power 50.5 - 70.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +10 (+4 eff.) Apr +9 Blunt and deadly. |
| On hands | hardened leather gloves &039; (0 def, 2 armour)1.0 T3 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 12 darkness Dmg.mod +8% darkness ----- def ----- Armour +2 Resists +19% darkness Phys.save +12 (+4 eff.) Spell.save +30 (+10 eff.) Die.at -80.00 life Blind- +25% Pinning- +10% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | stralite plate armour of the deep (7 def, 16 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +16 Defense +7 (+3 eff.) Fatigue +26% Resists +7% acid +9% cold ---------- misc Breathe water A suit of armour made of metal plates. |
| Cloak | Flashbraid the cashmere cloak (2 def, 8 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str +2 Con dps ---------- Dmg.mod +6% lightning Res.pen +10% physical ----- def ----- Armour +8 Defense +2 (+1 eff.) Max.HP +37.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Deeps&0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% physical Res.pen +20% darkness ----- def ----- Armour +9 Defense +6 (+3 eff.) Resists +2% physical Res.Cap +4% all Phys.save +13 (+4 eff.) HP.reg +0.80 Heal.mod +10% ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
Inventory
healing infusion of the warrior (heal 279)0.1 T1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to instantly heal yourself for 279 and cleanse 1 wound and 1 poison effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 204)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 204 and cleanse 1 wound and 1 poison 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 ability. |
healing infusion of the wizard (heal 191)0.1 T1 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 instantly heal yourself for 191 and cleanse 1 wound and 1 poison 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 ability. |
regeneration infusion of the wizard (heal 432 over 5 turns)0.1 T1 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 432 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 ability. |
wild infusion of the duelist (resist 22%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 physical effect and reduce all damage taken by 22% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 26%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 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 26% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
wild infusion of the wizard (resist 17%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (815% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 815% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. |
movement infusion of the titan (794% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase movement speed by 794% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. 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 ability. |
manasurge rune (1054% regen over 10 turns; 53 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1054% for 10 turns and instantly restoring 53 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the titan (absorb 378 for 3 turns)0.1 T2 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 create a protective shield absorbing at most 378 damage for 3 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Rune of the Rift (226.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 226.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Ancient Tome titled &039;0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Sepsishack the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire Res.pen +25% nature ----- def ----- Resists +21% fire +9% nature +13% cold Amulets can have magical properties. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 286 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Pendant of the Sun and Moons0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+3 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius, and silences everyone else who enters. The circle lasts 6 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall& |
Zagund the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +11% cold Melee Ret 4 acid On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Fatigue -8% Resists +22% cold ---------- misc Infravis +3 Rings can have magical properties. |
steel ring &039;0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% nature Res.pen +20% temporal Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -6% Resists +6% nature ---------- misc Max.enc +26 Rings can have magical properties. |
warrior&0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings can have magical properties. |
warrior&0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +8 (+3 eff.) Apr +9 ----- def ----- Armour +8 Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 79% 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 can have magical properties. |
elven-wood vilestaff (25-30 power, 5 apr, acid element)5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic deep-steel trident of vileness (26-41.6 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Arcane Power 26.0 - 41.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +21 blight +16 acid On Hit: * 19% chance to disease On Crit: * splashes the target with acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (29-46.4 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 29.0 - 46.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (29.5-47.2 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 29.5 - 47.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (29.5-47.2 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 29.5 - 47.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident (25.5-40.8 power, 10 apr)3.0 T3 trident 2H weapon [Normal] Power 25.5 - 40.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious deep-steel trident (29.5-47.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego] Nature Power 29.5 - 47.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +10 Crit +2.5% Atk.spd 100% Melee+ +37 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling orite trident of paradox (38-60.8 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane Power 38.0 - 60.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +16 temporal +27 cold While equipped: dps ---------- Melee Ret 14 temporal ----- def ----- Resists +19% temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
insidious orite trident of massacre (53.5-85.6 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Nature/Master Power 53.5 - 85.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +35 insidious poison A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (39-62.4 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 39.0 - 62.4 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (41-65.6 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 41.0 - 65.6 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (40.5-64.8 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 40.5 - 64.8 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of erosion (42.5-68 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Nature Power 42.5 - 68.0 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +13 Crit +3.5% Atk.spd 100% Melee+ +24 nature +14 temporal A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
dwarven-steel longsword &039; (35-49 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 35.0 - 49.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +28 lightning On Hit.r1 +8 light On Hit: * 40% chance to daze at end of turn While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +25% light ----- def ----- Resists +9% lightning Sharp, long, and deadly. |
dwarven-steel mace &039; (28-39.2 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +11 (+4 eff.) ----- def ----- Phys.save +30 (+10 eff.) Max.HP +40.00 ---------- misc Mana/turn +0.12 Stam/ret +0.70 Max.vim +50.00 Blunt and deadly. |
arcing stralite mace of massacre (44.5-62.3 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 44.5 - 62.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +12 lightning On Hit: * 25% chance for lightning to arc to a second target Blunt and deadly. |
balanced stralite mace of vileness (34.5-48.3 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Arcane/Master Power 34.5 - 48.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +20 blight On Hit: * 16% chance to disease While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Disarm- +20% Blunt and deadly. |
hateful stralite mace of massacre (40.5-56.7 power, 5 apr)3.0 T4 mace 1H weapon [Ego] Master/Psionic Power 40.5 - 56.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 darkness Against +9% Living Blunt and deadly. |
stralite mace &039; (36.5-51.1 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 36.5 - 51.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +5 Crit +2.5% Atk.spd 111% On Hit.r1 +10 fire On Hit: * Random elemental explosion While equipped: Stats +5 Dex dps ---------- Res.pen +11% acid +21% lightning +10% cold +15% nature +10% fire Acc +11 (+4 eff.) Melee Ret 4 nature On Hit (Melee): * Slows global speed by 30% Blunt and deadly. |
voratun mace &039; (44-61.6 power, 6 apr)3.0 T5 mace 1H weapon [Random Unique] Disrupt/Master/Psionic Power 44.0 - 61.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +6 Crit +3.0% Atk.spd 100% Against +26% Unnatural On Hit: * disrupts spell-casting * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% blight +3% fire +6% light +5% arcane Spell.save +6 (+2 eff.) Blunt and deadly. |
Blood-Letter (33-46.2 power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Lelirogas the Glareworm4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% crit / acc Atk.spd 125% Range +10 On Hit: * 40% chance to daze at end of turn * 40% chance to blind * 20% chance to inflict 15% damage reduction While equipped: Stats +8 Dex dps ---------- Dmg.mod +27% temporal +33% physical Res.pen +79% physical +5% light +21% temporal Phasing +83% ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
stralite plate armour of Eyal (7 def, 13 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Defense +7 (+3 eff.) Fatigue +26% Max.HP +68.00 HP.reg +2.10 Heal.mod +15% A suit of armour made of metal plates. |
linen cloak &039; (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +12% lightning +6% light +6% blight +3% fire +9% nature Phys.save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisawyn the Scaldhunt (3 def, 8 armour)2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Res.pen +15% fire ----- def ----- Armour +8 Defense +3 (+1 eff.) Rng.Def +4 (+2 eff.) Fatigue +3% Resists +7% acid +12% fire +7% cold +8% lightning HP.reg +3.30 Heal.mod +16% A pair of boots made of leather. |
Puswoe (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature Res.pen +10% nature +20% darkness ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +6% nature Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Toxinburst (0 def, 7 armour)1.5 T3 hands armor [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +7 Resists +6% mind Mind.save +10 (+5 eff.) Max.HP +47.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Sootbreak (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Crit.mult +10.00% Mind.pwr +4 (+2 eff.) Dmg.mod +18% darkness Res.pen +10% darkness Melee Ret 12 mind ----- def ----- Armour +3 Fatigue +3% Mind.save +6 (+3 eff.) Heal/summ +40 ---------- misc Telepathy Humanoid/Orc A cap made of leather. |
Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +8% light ----- def ----- Armour +6 Fatigue +4% Blind- +30% Confus- +30% ---------- misc Light +1 Sun Flare: Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 6 turns and lighting up your immediate area (radius 6). At level 3 it will also do 37.36 light damage within radius 3. The damage done will increase with your Spellpower. A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul&LASTYELLOWLASTORANGE+5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 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. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 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. |
15 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 +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
5 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. |
8 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
7 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
393 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
miner&3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 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 5 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 50% 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. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 125.05 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp& |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
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. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 472.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
psionic steel torque of psychoportation [power 28] (30 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 30 cooldown 100% to regenerate 3 psi. Torques are made by powerful psionics to store psionic powers. |
Xanenn the dwarven-steel torque of kinetic psionic shield [power 73] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% mind Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +6% mind ---------- misc Max.psi +20.00 Telepathy Humanoid/Orc Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 73 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
Berusalin [power 66] (30 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +3 Str +2 Wil +3 Con dps ---------- Crit.mult +15.00% ---------- misc Vim/s.crit +3.00 Max.mana +100.00 Light +1 See.Invis +6 Wards +3 physical +4 mind +5 darkness Telepathy Humanoid/Orc Talents +1 Ward Teleport randomly (rad 66) Puts all charms on 30 cooldown Torques are made by powerful psionics to store psionic powers. |
Borydor the ash totem of thorny skin [power 29] (20 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +5 Cun +4 Str ----- def ----- Resists +12% lightning +6% temporal Confus- +15% Harden the skin for 7 turns increasing armour by 29 and armour hardiness by 40% Puts all charms on 20 cooldown 100% to regenerate 5 equilibrium. Natural totems are made by powerful wilders to store nature power. |
ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
Arimilaith the Cloudsquall [power 44] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning ----- def ----- Resists +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Harden the skin for 7 turns increasing armour by 44 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Ulfydokath the Earthcrypt [power 3] (10 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.crit +3% Crit.mult +15.00% Dmg.mod +6% nature +6% mind Res.pen +5% nature Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 8 equilibrium. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of cure ailments [power 2] (7 cooldown)2.0 T3 totem charm [Ego] Nature Remove up to 2 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 7 cooldown Natural totems are made by powerful wilders to store nature power. |
Betheda the elven-wood totem of thorny skin [power 67] (20 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: dps ---------- Res.pen +10% mind On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% light +3% blight +12% fire +9% mind +9% nature Harden the skin for 7 turns increasing armour by 67 and armour hardiness by 60% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
quick ash wand of trap destruction [power 36] (12 cooldown)2.0 T2 wand charm [Ego] Arcane Disarm traps (36 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Tentaclucius the Higher Writhing One level 31
56th Regrowth 123rd year of Ascendancy at 04:18 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Tentaclucius the Higher Writhing One level 30
45th Regrowth 123rd year of Ascendancy at 12:02 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Tentaclucius the Higher Writhing One level 36
57th Pyre 123rd year of Ascendancy at 10:02 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Tentaclucius the Higher Writhing One level 34
54th Pyre 123rd year of Ascendancy at 11:39 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Tentaclucius the Higher Writhing One level 14
42nd Dusk 122nd year of Ascendancy at 12:00 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Tentaclucius the Higher Writhing One level 33
49th Pyre 123rd year of Ascendancy at 12:56 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Tentaclucius the Higher Writhing One level 18
25th Haze 122nd year of Ascendancy at 00:21 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Tentaclucius the Higher Writhing One level 25
25th Regrowth 123rd year of Ascendancy at 20:05 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
69th Haze 122nd year of Ascendancy at 01:06 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Tentaclucius the Higher Writhing One level 10
9th Flare 122nd year of Ascendancy at 18:45 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Tentaclucius the Higher Writhing One level 20
27th Haze 122nd year of Ascendancy at 19:43 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Tentaclucius the Higher Writhing One level 30
43rd Regrowth 123rd year of Ascendancy at 22:23 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Tentaclucius the Higher Writhing One level 15
54th Dusk 122nd year of Ascendancy at 05:41 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Tentaclucius the Higher Writhing One level 32
6th Pyre 123rd year of Ascendancy at 12:15 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Tentaclucius the Higher Writhing One level 34
49th Pyre 123rd year of Ascendancy at 13:53 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Tentaclucius the Higher Writhing One level 10
3rd Dusk 122nd year of Ascendancy at 23:54 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Tentaclucius the Higher Writhing One level 21
35th Haze 122nd year of Ascendancy at 04:12 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Tentaclucius the Higher Writhing One level 8
3rd Flare 122nd year of Ascendancy at 16:46 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Tentaclucius the Higher Writhing One level 28
39th Regrowth 123rd year of Ascendancy at 01:13 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Tentaclucius the Higher Writhing One level 16
72nd Dusk 122nd year of Ascendancy at 21:20 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Tentaclucius the Higher Writhing One level 37
3rd Flare 123rd year of Ascendancy at 17:35 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Tentaclucius the Higher Writhing One level 30
45th Regrowth 123rd year of Ascendancy at 00:42 see stats
Log
Tentaclucius has finished recovering.
Poison from Naga myrmidon hits Tentaclucius for 62 nature damage.
--------------------------------
Ran for 2 turns (stop reason: taken damage).
Poison from Naga myrmidon hits Tentaclucius for 62 nature damage.
--------------------------------
Tentaclucius stops being poisoned.
Tentaclucius is moving less freely.
Tentaclucius is not stunned anymore.
Talent Tendrils Eruption is ready to use.
Talent Decayed Bloated Horror is ready to use.
Talent Ward is ready to use.
Talent Anarchic Walk is ready to use.
Talent Foul Convergence is ready to use.
Talent Carrion Feet is ready to use.
Talent Terrible Sight is ready to use.
Talent Healing Light is ready to use.
Talent Horrific Display is ready to use.
Talent Diseased Tongue is ready to use.
Talent Rune: Reflection Shield is ready to use.
--------------------------------
Tentaclucius&LASTLASTLASTLAST























































































































