
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Golem Speed Lock 1.3.0Adds an option to the Sher'Tul fortress butler to spend some fortress energy enhancing your golem to match your movement speed. Frequently Asked Questions: Bonus Escorts 1.3.1Adds Wilder and Psion escorts. Additional Randart Properties 1.5.10 All Spells Tree Unlock 1.5.10Description Side effect Addon unlocks every spell trees even they does't unlock/explore/lern in account yet. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Аддон разблокирует все ветки талантов в игре за все доступные классы (при условии, что те уже доступны для выбора, например Wildfire). Вы можете сразу начать играть с теми талантами, которые вам важны и прокачивать те ветки, в которых больше всего нуждаетесь. - Изменениям не подверглись требования талантов (Статы и Уровень) и их родство. Побочный эффект: Аддон разблокирует все ветки талантов, даже если они не открыты/изучены/исследованы на аккаунте до сих пор. Установка: Удаление: или в игре: New Gem Types 1.5.10Adds several new gem types and attempts to fill in some gaps in Tiered gem colors; also adds the Crystal race. This is a continuation of jayseesee's original addon. It's my hope that the gems in this release are balanced, consistent across tiers, and useful to a variety of different characters. Also hopefully all the Crystal's balance issues have been worked out: it should be an interesting tactical challenge to make best use of its unique mobility, find the right time to exploit its Runic Saturation status clear Stasis talent, and optimal self-imbued gemstone for each dungeon. As always, please let me know if you find any issues in terms of bugs, game mechanics, or interface! Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Reflected Golem 1.5.0Modifies the Mirror of Reflection, adding the ability to change your golem's appearance. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Dwarven Adventurer 1.1.3This addon adds Stone Warden's Talent Trees to adventurers who play the dwarven race. For this addon to function, the stone warden addon MUST be enabled. This means you must be logged in, and a donator, to use this addon. If you attempt to use it without Stone Warden addon enabled, it will not add the trees, and may create further bugs. Many thanks to DarkGod for allowing me to release this! Show your appreciation for his wonderful Stone Wardens by Donating. Round'em Up And Then Drown'em 1.4.0Drowning gets you good items but walking the whole big towns searching for rares is tedious. It works by overloading the town file with changed npc generation boundaries. I'm a programming noob (or even less), so go easy on me. There should be no errors though, only changes are 4 number values for each town. PS. I can't help but feel there was a better way of doing this. Sorry this addon is so heavy. Wall Clock 1.3.0A small modification to the Minimalist and Classic UIs, adding an interface element that displays the current time. (This is intended for use by players who play in full-screen mode, thus obscuring their computer's usual clock.) In the Minimalist UI, the clock element can be moved and resized in the same manner as other interface elements (via the padlock icon on the toolbar in the lower right corner); in both UIs, the clock's time format can be set via the "UI | Wall clock format" game option. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Technicolor Golem Coats 1.4.0Alters second alchemy talents to function with all infusions, not just their own. Compatible with Arcanum and Nullpack alchemy trees. Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Trolls 1.1.3Adds Trolls as a player race(two subraces), reworks NPCs a bit. The lost city of Vulcus 1.4a 1.3.0The Lost City of Vulcus Some events in history are of such importance and have such wide ranging ramifications that they become fixed points -- junctions in time that must and will happen in order to maintain the integrity of the chronoverse. Lost ages ago, Vulcus was considered by many to be the greatest center of Dwarven learning below the surface. Even up until the fall of Reknor in recent times, however, Dwarven innovation and breakthroughs continued, seemingly by miracle. Fate, however, dictates that one of the greatest untold secrets of the Empire cannot remain hidden forever. Perhaps you will be chosen to take part in this crucial point in history -- to reap the rewards or to suffer the consequences. This addon incorporates a new major event (like the drake cave or fearscape invasion portal) that has a chance to occur (possibly more than once) on each level in various zones (Infinite Dungeon, Spellblaze Scar, Ardhungol, High Peak, Reknor, Shadow Crypt). Within the game, this event is most like a combination of the Lost Merchant and Limmir quests, and is intended to replace those for characters in the I.D. Recommended level 10+ (depending on class). The intended difficulty is slightly higher than the Limmir quest, and there are gradations of success. Participating in the event when it spawns is completely optional and you can do it later if desired. This is possibly the most complex encounter in ToME, with a large number of NPCs, enhanced AI, and various terrain effects. It is compute heavy and will tax slower computers (even with reduced graphics settings). Stoneshaper 1.5.0Adds the Stoneshaper, a wild caster. Stoneshapers manipulate terrain, creating or destroying it at need, and have been known to forge formidable weapons from stone. Golem - The Ironbreaker 1.4.9(Replaces golemancy tree file) More powerful golem, using shield&weapon, and conditioning skills; full armor equippable. Probably, not balanced. 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:
Forbidden Cults 1.5.9Official 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.
Ghost Race 1.2.3Adds in a new Undead race, Ghost. Ghosts have a life rating lower than that of yeeks, but ghosts make up for this by sharing damage with their mana pool. Original Class idea and design by Faeryan Runic Golem 1.0.4 Possessor Bonus Class 1.5.4Donators/Buyers bonus! Convenient Digging 1.5.5 Mountain Troll Race 1.5.5This addon adds Mountain Trolls as a playable race to the game. Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Faerie Race 1.2.3This addon adds in a Faerie, or Fey, race into ToME. This addon was originally created by Kaballah, but he hasn't been online in over a year. --- The Fey are an incredibly quick and agile race, however they are incredibly fragile. Fey stats: Fey skills: -Flight -Fey Luck -Fey Speed -Fey Dust --- Dark Faeries are Faeries that have given up much of their natural agility and defense in exchange for bonus offensive potency. Dark Fey stats: Dark Fey skills: -Powers of the Dark -Fey Clone -Vision of the Shadows -Feyd to Black Revised Short Staves 1.4.6Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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: Arcanum Class Pack 1.5.2Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Ghoul Buff 1.3.3Tweaks the 1st and 4th Ghoul Racials. 1st for general usefulness, now grants flat damage reduction instead. 4th for general usefulness, now checks your Str+Con against Physical Save, and spawns infinite duration, slowly decaying, ghoul summons. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. 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. Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Parasite-in-Pocket 1.5.10Description: [A necklace appear in inventory like a gray unidentified 'a necklace with fangs'. To use this mod start a new game, with a newly activated race and die. After death - when given two options, choose "a) ...want to live". And don't forget to equip Fanged Collar before dying. Availible in following game modes: Infinity Dungeons, Arena, Maj'Eyal main campaign, Orcs campaign. -------------Required The Forbidden Cults DLC---------------- Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание: Этот мод добавляет предмет Fanged Collar в инвентарь вновь созданного героя. Теперь вы можете начать выращивать своего паразита с ранних уровней. [Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'. Для активации новой Расы необходимо надеть его и умереть. А после смерти ответить: "a)... Я хочу жить" Не забудьте Экипировать его перед смертью! Доступно во всех режимах: Infinity Dungeons, Arena, Maj'Eyal main comany, Orcs company. -------------Требуется The Forbidden Cult DLC! ---------------- Установка: Удаление: или в игре: Exotic randarts 1.4.6Allows you to purchase Trident and Whip randarts from the lost merchant at Last Hope. Relies on having a separate addon for defining tiered whips, such as http://te4.org/games/addons/tome/exotic-weapon-master. Items Vault 1.5.0Donators/Buyers bonus! Square Field of Vision - Revised 1.0.6Makes field of vision and AoE square. Forgeknight 1.2.5The basic idea behind the class of the Forge Knight is that of armor and weapon crafting. While item manipulation is already part of the game in form of some talents like Stone Alchemy's Imbue item or Finer energy manipulations' Reshape Weapon/Armour, class talents of the Forge Knight go one step further and allow the recreation of a piece of armour (body, helm, shield) or weapon (metallic, non-archery). The underlying crafting process is pretty simple: an existing item is being used as raw material for the creation of a new item of the same basic type and subtype. The original item is being consumed during the crafting process. Crafted items are initially basic items (white display colour) enhanced by certain bonuses like combat damage or armour and defense values. The development of passive talents allows for a broader spectrum of enhancements on the crafted weapon. Eventually, a Forge Knight learns to craft items with innate extra properties, like a developed ego (green/blue/violett display-colours) and powerful talents, which the Forge Knight gains access to while wielding the crafted item . In addition to two talent types dedicated to crafting (weapons, armours), the Forge Knight gets two additional unique talent types (class, generic) covering combat and passives, as well as several talent types from those normally available to members of the warrior classtree. The class idea was partly inspired by the concept of the Enchanter class in Arcanum from House Pet, which I had alot of fun with, and the desire to build a variation of a smith-class, which doesn't exist so far in Maj'Eyal. Addendum: - Fixed compatibility with grayswandirs weapons pack: alternative damage modificators are now enhanced too. Reduced Abuse: - any antimagic item that is being used for forging will result in forged items with an antimagic powersource Revision: - removed access to regular shield/dualwielding/2handed-talent-trees from the Forge Knight Refine & Restore: - Refine Items: Learning or putting a point into the talents "Armour Forging" or "Weapon Forging" gives access to a skill, that lets you upgrade your forged items towards your current skill level in the different talents of the forge group. Only properties that were put onto a forged item via the forge-skill previously will be affected and only items that have been forged after this patch can be refined. Forbid Nature / Arcane: - If you are too distant to nature (e.g. undead), you won't forge items which grant you wild-gift-talents anymore (unless you forge items powered by antimagic forces). Refinement Fix: - Fixed an issue, where after refining an equiped weapon or armor some properties (like resists) wouldn't be registered properly Small Fix (15.01.2015): Fix weapons_of_projection (24.01.2015): Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Yeeks can survive a win 1.4.8With this, the die-or-die situation is ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Instrinsic Deception - No Cloak Required 1.5.5UPDATE 1.0.2: Fixed issue with escorts not appearing. Fix applies to new characters only. ADDON DETAILS: Fork of kvaak's Uncloak of Inconvenience Addon, so only the faction gets changed to Allied Kingdoms, and the rest of the data (including starting inscriptions) is left unchanged. This enables Undead Tinkers in Maj'Eyal campaign to have the correct starting inscriptions. There is now no Cloak of Deception, existing or needed. Use this instead of the Uncloak of Inconvenience addon. Version 1.0.1 also makes sure that new undead characters are addressed as human by the NPCs that address you by race. With this addon active, all new characters that have the undead attribute will be addressed as human, even Whitehooves from Embers Races in Maj'Eyal Campaign addon: https://te4.org/games/addons/tome/orcsallraces BASE GAME AND ADDON NOTE: I have discovered that because the check in the default 1.5.5 ToME game for Zigur patrols and betraying to Zigur doesn't check whether the player is undead, that Undead Tinkers start friendly to Zigur and can betray to Zigur until they get some spells or runes. However, the appearance of the Zigur town IS dependent on not being undead, so it is not possible to become anti-magic. Also, undead in Maj'Eyal campaign properly can't use infusions or nature powers, so that part is working as intended. So this addon is fine, it's just that the base 1.5.5 game currently doesn't make Zigur hostile and betraying to Zigur impossible merely because you're undead (read: have arcane aura that can be detected by Zigur). It requires you to have spells or runes, which Undead non-tinkers have, but Undead Tinkers only have neutral Steamtech implants or generators. To properly play an Undead Tinker in Maj'Eyal campaign (with or without addons, as this is the same even with only official game and DLC), I suggest that you do not betray to Zigur and don't use arcane disrupting gear (which should disrupt the normal actions of an undead, but doesn't currently in 1.5.5). ADDON PRIORITY (Load order): 1000 These game files are OVERLOADED (replaced with an edited version when the addon is running): So any mod that doesn't touch these overloaded files should be compatible. This function is SUPERLOADED to insert the fake_race and fake_subrace properties (which shouldn't affect anything else apart from making NPCs address you as human): A 'ToME:load' HOOK applies the faction change for the undead player to Allied Kingdoms. Wights 1.0.4Adds Wights as playable undead race. Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Quick Drown NPCs AOE 1.5.10 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 Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Multi-Class Challenge + Randboss Rando Bundle 1.4.8Originally separate addons by Starkeep, I take no credit for his work and spliced these two addons only to see if I can do it, and so I can tweak some numbers without my save getting invalidated. Again, all credit for the main addon body all goes to StarKeep. I merely spliced the addon together for my amusement and convenience. Allows the player to pick multiple classes, as well as giving the option to spawn rares and randbosses, and control loot quality and spawn rate. Added a setting for the experience penalty from MultiClass Challenge. In order to activate this addon, go to your Game Options for a new tab. |
| Campaign | Infinite |
| Mode | Normal Exploration |
| Sex | Female |
| Race | Dark Faerie |
| Class | Necromancer |
| Level / Exp | 16 / 33% |
| Size | 1 (tiny) |
| Lifes / Deaths | Killed by The Master at level 6 on the 3rd Mirth 122nd year of Ascendancy at 14:58 / 51Killed by The Master at level 6 on the 3rd Mirth 122nd year of Ascendancy at 16:05 Killed by The Master at level 6 on the 3rd Mirth 122nd year of Ascendancy at 18:30 Killed by The Master at level 6 on the 3rd Mirth 122nd year of Ascendancy at 21:01 Killed by The Master at level 6 on the 3rd Mirth 122nd year of Ascendancy at 22:52 Killed by The Master at level 6 on the 3rd Mirth 122nd year of Ascendancy at 23:54 Killed by The Master at level 7 on the 4th Mirth 122nd year of Ascendancy at 11:59 Killed by The Master at level 7 on the 4th Mirth 122nd year of Ascendancy at 13:29 Killed by The Master at level 7 on the 4th Mirth 122nd year of Ascendancy at 14:41 Killed by The Master at level 7 on the 4th Mirth 122nd year of Ascendancy at 15:53 Killed by giant white ant at level 7 on the 4th Mirth 122nd year of Ascendancy at 17:37 Killed by elven blood mage at level 8 on the 5th Mirth 122nd year of Ascendancy at 14:04 Killed by Shasshhiy'Kaish at level 8 on the 7th Mirth 122nd year of Ascendancy at 06:29 Killed by Shasshhiy'Kaish at level 8 on the 7th Mirth 122nd year of Ascendancy at 08:27 Killed by fiery orc wyrmic at level 9 on the 10th Mirth 122nd year of Ascendancy at 04:15 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 05:18 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 06:27 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 07:33 Killed by rogue at level 9 on the 10th Mirth 122nd year of Ascendancy at 08:34 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 09:59 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 11:01 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 12:59 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 15:48 Killed by forge-giant at level 9 on the 10th Mirth 122nd year of Ascendancy at 16:58 Killed by forge-giant at level 10 on the 10th Mirth 122nd year of Ascendancy at 19:52 Killed by forge-giant at level 10 on the 10th Mirth 122nd year of Ascendancy at 21:33 Killed by venom drake hatchling at level 10 on the 10th Mirth 122nd year of Ascendancy at 22:39 Killed by forge-giant at level 10 on the 10th Mirth 122nd year of Ascendancy at 23:46 Killed by forge-giant at level 10 on the 1st Summertide 122nd year of Ascendancy at 01:21 Killed by forge-giant at level 10 on the 1st Summertide 122nd year of Ascendancy at 03:19 Killed by lightning blast trap at level 10 on the 1st Summertide 122nd year of Ascendancy at 06:20 Killed by Bwoonhilda's temporal clone's Clone at level 10 on the 1st Summertide 122nd year of Ascendancy at 07:34 Killed by Glonor the cave troll at level 11 on the 1st Flare 122nd year of Ascendancy at 11:21 Killed by Layotira the golem at level 12 on the 6th Flare 122nd year of Ascendancy at 15:20 Killed by sand-drake at level 14 on the 10th Flare 122nd year of Ascendancy at 20:25 Killed by sand-drake at level 14 on the 10th Flare 122nd year of Ascendancy at 22:07 Killed by Void Spectre at level 14 on the 1st Dusk 122nd year of Ascendancy at 18:49 Killed by Void Spectre at level 14 on the 1st Dusk 122nd year of Ascendancy at 21:14 Killed by Void Spectre at level 14 on the 1st Dusk 122nd year of Ascendancy at 23:21 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 00:20 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 02:25 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 04:40 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 06:09 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 08:51 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 10:52 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 14:02 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 16:08 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 18:12 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 20:19 Killed by Void Spectre at level 14 on the 2nd Dusk 122nd year of Ascendancy at 23:18 Killed by Void Spectre at level 14 on the 3rd Dusk 122nd year of Ascendancy at 01:50 |
Primary Stats
| Strength | 18 (base 10) |
| Dexterity | 21 (base 10) |
| Constitution | 3 (base 10) |
| Magic | 48 (base 40) |
| Willpower | 40 (base 30) |
| Cunning | 16 (base 11) |
Resources
| Life | 194/194 |
| Mana | 405/405 |
| Soul | 10/10 |
| Healing Factor | 0.9393063583815 |
| Regeneration | 1.1741329479769 |
Speed
| Mental | +33.867317785536% |
| Attack | 0% |
| Movement | +10% |
| Spell | +67.734635571072% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 8 |
| See Invisible | 10 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 29 |
| Crit Chance | 31% |
| APR | 3 |
| Speed | 0.75 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 32% |
| Speed | 0.59617979112983 |
Offense: Mind
| Mindpower | 28 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +40% |
| Physical | +35% |
| Cold | +52% |
| All | +30% |
| Darkness | +61% |
| Light | +45% |
| Mind | +36% |
| Fire | +86% |
| Lightning | +53% |
Offense: Damage Penetration
| Acid | +20% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 13 (35%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 44 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 9%( 70%) |
| Nature | + 10%( 70%) |
| Darkness | + 24%( 70%) |
| Cold | + 27%( 70%) |
| Lightning | + 13%( 70%) |
| Fire | + 39%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 20% |
| Disarm Resistance | 21% |
| Knockback Resistance | 20% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 163 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 213 damage for 3 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Spell (60% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 770% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.40 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Dark-faerie | 1.00 |
| 4/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
| talent | Blurred Mortality |
| beneficial effect | The Dark Faerie gains the following bonuses. Power of the DarkCasting Speed: +68% Combat Speed: +34% All Damage: +30% |
Quests
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 13) | failed |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 3)You completed the challenge and received: Random Artifact: Ashtaint (0 def, 1 armour) | done |
Exterminate every foe on the level. Infinite Dungeon Challenge: Exterminator (Level 9)You completed the challenge and received: Random Artifact: Arcjam (105% power, 3 apr) | done |
Leave the level (to the next level) without killing a single creature. You will get two rewards. Infinite Dungeon Challenge: Pacifist (Level 4) | failed |
Leave the level in less than 42 turns (exit is revealed on your map). Infinite Dungeon Challenge: Rush Hour (42) (Level 11)Turns left: -3 | failed |
You have entered the Infinite Dungeon. There is no going back now. The Infinite DungeonGo deep, fight, win or die in a blaze of glory! | active |
Equipment
| On feet | 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. |
| Quiver | Arcquill (21/21, 108% power, 5 apr)3.0 T1 arrow ammo [Rare] Arcane Power 108% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit / acc Apr +5 Crit +1.0% Capacity 21 Ranged+ +16 nature +12 lightning On Hit.r1 +4 lightning +17 fire Arrows are used with bows to pierce your foes to death. |
| Light source | bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- 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 | linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... |
| Tool | arcane ash wand of conjuration [power 157] (10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 78 to 157 Puts all charms on 10 cooldown 100% to regenerate 4 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +20% Rings can have magical properties. |
| On fingers | Glewyn0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Melee+ 4 acid Res.pen +20% acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +9% acid +3% darkness +6% lightning Mind.save +6 (+2 eff.) Confus- +20% Rings can have magical properties. |
| Around waist | blurring rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +9 (+4 eff.) Fatigue -5% Stealth +6 ---------- misc Max.enc +21 A belt that goes around your waist. |
| In main hand | Tempestsnake the ash starstaff (111% power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +2% Crit.mult +13.00% Spell.pwr +11 (+4 eff.) Dmg.mod +6% lightning +15% arcane Res.pen +5% lightning ---------- misc Mana/turn +0.11 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | restful rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +10 (+5 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Obsidianwilter the woollen robe (3 def, 2 armour)2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: Stats +4 Str +4 Mag +4 Wil dps ---------- Dmg.mod +5% lightning +5% physical +6% darkness +10% fire +7% cold ----- def ----- Armour +2 Defense +3 (+1 eff.) Resists +7% lightning +15% fire +6% darkness +7% cold Phys.save +17 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Phoenixknight (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +2 Wil dps ---------- Mov.spd +10% ----- def ----- Defense +1 (+0 eff.) Resists +3% fire ---------- misc Telepathy Humanoid/Orc Masteries +0.10 Spell/Advanced necrotic minions A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 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. |
Inventory
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
healing infusion of the wizard (heal 150)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 150 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 (heal 215 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 215 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 88 over 5 turns)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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 88 life over 5 turns. 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. Press to compare to your current inscriptions |
insidious poison infusion of the wizard (31 nature damage, 24% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 24 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.18 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical 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. |
phase door rune of the duelist (range 6; power 22; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (60% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 6. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the warrior (range 7; power 21; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (60% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the psychic (120 cold damage; freeze 3 turns with power 42)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 120.02 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 42 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune of the sneak (absorb 98 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 16 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 98 damage for 3 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the duelist (range 42)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (60% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 42 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the duelist (power 9 for 5 turns)0.1 T3 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 Spell (60% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 5 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Voltaic Pendant0.1 T1 amulet jewelry [Unique] Arcane/Nature While equipped: dps ---------- Ranged+ 10 lightning ----- def ----- Stun/Frz- +10% Chain Lightning: Level 1.0 Pwr.cost 30 out of 50/50. Range 10 Travel.spd instantaneous Is a spell Description: Invokes a forking beam of lightning doing 42.11 to 126.33 damage and forking to another target. It can hit up to 4 targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster. The damage will increase with your Spellpower. You feel a small electrical jolt when you touch this pendant. |
restful copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -5% HP.reg +0.90 Amulets can have magical properties. |
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 (-2 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. |
warrior's gold amulet of dexterity (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.20 Amulets can have magical properties. |
Blindwell the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +2 Cun dps ---------- Res.pen +10% darkness Melee Ret 12 blight 8 darkness ----- def ----- Defense +4 (+2 eff.) Resists +9% blight +6% darkness Rings can have magical properties. |
Corrosion0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Melee+ 5 acid Ranged+ 5 acid Dmg.mod +10% acid Melee Ret 5 acid ----- def ----- Resists +10% acid Corrosive Vapour: Level 1.0 Pwr.cost 30 out of 30/30. Range 8 Travel.spd instantaneous Is a spell Description: Corrosive fumes rise from the ground doing 19.16 acid damage in a radius of 3 each turn for 3 turns. The damage will increase with your Spellpower. This bronze ring has gone soft and green with age. It seems to have become attuned to the power of such corrosion. |
warrior's steel ring of arcana(+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +23% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
wizard's steel ring of arcana(+0.10/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Silence- +22% ---------- misc Mana/turn +0.10 Rings can have magical properties. |
warrior's gold ring of nature (+30%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +15% nature ----- def ----- Armour +6 Resists +30% nature Rings can have magical properties. |
Earulen the Lavarigor (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Melee+ 20 arcane Dmg.mod +10% darkness +6% arcane ----- def ----- Resists +9% arcane +9% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Flashtooth' (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +4 lightning On Crit.r2 +4 lightning On Hit: 5% Synaptic Static 3 While equipped: dps ---------- Phys.crit +6.0% Spell.crit +1% Crit.mult +10.00% Spell.pwr +3 (+1 eff.) Dmg.mod +12% lightning +10% darkness +9% mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff 'Morningstriker' (125% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Arcane Power 126% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Melee+ 20 physical Dmg.mod +15% lightning ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of fate (111% power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ----- def ----- Phys.save +7 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
insidious steel battleaxe (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 123% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +23 insidious poison Massive two-handed battleaxes. |
steel greatmaul 'Isossra' (146% power, 2 apr)5.0 T2 greatmaul 2H weapon [Rare] Master Power 147% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +8 mind While equipped: dps ---------- Melee+ 8 mind Dmg.mod +6% mind ----- def ----- Resists +6% blight +6% light +9% acid Massive two-handed mauls. |
slime-covered steel longsword (113% power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt Power 113% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Slows global speed by 9% Sharp, long, and deadly. |
steel mace 'Gilirim' (109% power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 109% Range: 1.4x Uses 100% Str Dmg Arcane Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Crit.mult +6.00% Acc +6 (+3 eff.) ----- def ----- Armour +4 Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) ---------- misc Stam/turn +0.40 Blunt and deadly. |
Voremina (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 acid On Hit: 10% Echoes From The Past 1 On Crit: * splashes the target with acid While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Resists +9% blight Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
steel waraxe 'Firetooth' (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold While equipped: Stats +8 Wil dps ---------- Dmg.mod +1% all ----- def ----- Resists +3% fire ---------- misc Infravis +2 One-handed war axes. |
thought-forged iron dagger of erosion (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Psionic Power 99% Range: 1.3x Uses 45% Str, 45% Dex Dmg Physical Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 temporal +5 mind +4 nature On Hit: * 9% chance to cause random gloom While equipped: Stats +1 Cun +1 Wil Sharp, short and deadly. |
Offalfear the steel dagger (115% power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 115% Range: 1.3x Uses 45% Dex, 45% Str Dmg Physical Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +12 mind While equipped: dps ---------- Res.pen +5% mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% mind On Mind Hit: 5% Slime Spit 1 Sharp, short and deadly. |
cured leather sling of power4.0 T2 sling 1H weapon Reqs Shoot [Ego] Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: dps ---------- Dmg.mod +9% physical Res.pen +11% physical Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling of acid4.0 T2 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 Ranged+ +7 acid While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+4 eff.) Dmg.mod +8% acid Slings are used to hurl stones or metal shots at your foes. |
Daimezor the pouch of steel shots (18/18, 125% power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 126% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +5.5% Capacity 18 Proj.spd +200% Ranged+ +7 bleed On Hit.r1 +4 acid On Crit.r2 +4 acid On Crit: * wounds the target for 7 turns: 9 bleeding, 40% reduced healing Shots are used with slings to pummel your foes to death. |
reinforced iron shield of cold resistance (+17%) (4 def, 7 armour, 46 block)7.0 T1 shield armor Reqs Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +7 Defense +4 (+2 eff.) Rng.Def +4 (+2 eff.) Fatigue +6% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced voratun shield of acid resistance (+17%) (12 def, 11 armour, 241.5 block)7.0 T5 shield armor Reqs Str 48 Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +11 Defense +12 (+6 eff.) Rng.Def +12 (+6 eff.) Fatigue +14% Resists +17% acid ---------- misc Talents +5 Block Handheld deflection devices. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
shimmering linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% arcane +10% darkness ----- def ----- Resists +15% darkness ---------- misc Max.mana +13.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% fire ----- def ----- Resists +16% fire Mind.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Gloomwrither' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +20% darkness ----- def ----- Resists +3% acid +9% light +3% cold +16% nature +6% lightning Spell.save +3 (+1 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shimmerbreaker the cashmere robe (2 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Melee+ 20 blight Dmg.mod +6% blight +10% fire +6% lightning Res.pen +5% lightning On Hit (Melee): * 30% chance to daze at end of turn * 20% chance to disease ----- def ----- Defense +2 (+1 eff.) Resists +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinalle (2 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% cold ---------- misc Psi/ret +0.16 Psi/kill +6.00 Telepathy Dragon A suit of armour made of leather. |
impenetrable steel mail armour (2 def, 14 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +14% A suit of armour made of mail. |
spiked steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Str 20 Heavy Armour Training [Ego] Arcane/Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +6% arcane Spell.save +10 (+3 eff.) A suit of armour made of mail. |
Poreldawe the steel plate armour (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Melee+ 12 mind Dmg.mod +15% mind Res.pen +5% arcane Melee Ret 8 arcane 10 physical ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% A suit of armour made of metal plates. |
steel plate armour 'Barkspawner' (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Dmg.mod +21% nature +6% mind Res.pen +20% mind Melee Ret 8 mind On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +16% lightning A suit of armour made of metal plates. |
rough leather belt 'Xanithra'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Spell.save +5 (+2 eff.) Heal.mod +10% ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +21 A belt that goes around your waist. |
resilient linen cloak of protection (1 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Spell.save +5 (+2 eff.) Mind.save +6 (+2 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ashtaint (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane/Master While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +9% fire Silence- +24% Confus- +25% Stun/Frz- +23% ---------- misc Hate/kill +2.00 A pair of boots made of leather. |
Shinerupture (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+2 eff.) Melee+ 8 light Res.pen +15% arcane Melee Ret 4 light On Hit (Melee): * 30% chance to blind ----- def ----- Armour +1 Fatigue +1% Resists +3% light +6% arcane A pair of boots made of leather. |
pair of hardened leather boots 'Daimisatar' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +3 Fatigue -2% Resists +3% temporal +6% cold +7% fire +6% arcane +3% mind Phys.save +10 (+3 eff.) ---------- misc Max.enc +24 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
steady iron gauntlets of strength (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy Armour Training [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +20% Metal gloves protecting the hands up to the middle of the lower arm. |
Extradimensional Hat (0 def, 0 armour)2.0 T1 head armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Resists +5% temporal ---------- misc Max.enc +50 Adventuring wizards tend to have a major problem. How to carry all the paraphenalia that goes with being a wizard? This hat was designed as *the* solution. The top part of the hat contains a large extradimensional space for storing all their heavy gear. |
mindwoven linen wizard hat of blight (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% blight ----- def ----- Defense +1 (+0 eff.) Resists +11% blight ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy Armour Training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 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. |
Fireproof Fireproof1.0 T2 wardstone armor [Unique] Nature While equipped: ----- def ----- Defense +4 (+2 eff.) Resists +15% fire +15% light +15% arcane Dmg.red +2 all Spell.save +15 (+5 eff.) Proj.slow +15% ---------- misc Wards +2 fire +2 light +2 arcane Talents +2 Ward Instantly cure burning. Uses 20 power out of 30/30 Activation is instant. It feels cold to the touch and a little bit moist. |
Glintschism the granite wardstone Glintschism the granite wardstone1.0 T2 wardstone armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +10% lightning +11% light Res.pen +5% physical Acc +4 (+2 eff.) On Hit (Melee): * 30% chance to blind ----- def ----- Defense +4 (+2 eff.) Resists +13% lightning +12% light Dmg.red +2 all Phys.save +12 (+4 eff.) Proj.slow +15% HP.reg +0.20 ---------- misc Wards +2 lightning +1 light Talents +2 Ward Handheld warding devices |
psion's granite wardstone of fire warding psion's granite wardstone of fire warding1.0 T2 wardstone armor [Ego] Psionic While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Defense +4 (+2 eff.) Resists +11% fire Dmg.red +2 all Mind.save +11 (+4 eff.) Proj.slow +15% ---------- misc Wards +2 fire Talents +1 Ward Handheld warding devices |
3 nuummite 3 nuummite0.0 T1 black gem [Normal] While equipped: Stun/Frz- +20% Item imbue powers: Stun/Frz- +20% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
3 agate0.0 T1 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
verdite verdite0.0 T1 green gem [Normal] While equipped: Dmg.mod +2% all Defense +10 (+5 eff.) Item imbue powers: Dmg.mod +2% all Defense +10 (+5 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 red gem [Normal] While equipped: Phys.spd +2% Spell.spd +2% Mind.spd +2% Item imbue powers: Phys.spd +2% Spell.spd +2% Mind.spd +2% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 tiny geode 2 tiny geode0.0 T1 stone gem [Normal] While equipped: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Item imbue powers: HP.reg +0.50 Heal.mod +10% Stam/turn +0.20 Mana/turn +0.20 Psi/turn +0.20 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 violet gem [Normal] While equipped: Crit.mult +2.00% Res.pen +2% all Item imbue powers: Crit.mult +2.00% Res.pen +2% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz0.0 T1 white gem [Normal] While equipped: Armour +5 Resists +1% all Item imbue powers: Armour +5 Resists +1% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
hematite hematite0.0 T2 black gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 malachite 4 malachite0.0 T2 green gem [Normal] While equipped: Dmg.mod +4% all Defense +15 (+7 eff.) Item imbue powers: Dmg.mod +4% all Defense +15 (+7 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 carnelian 2 carnelian0.0 T2 red gem [Normal] While equipped: Phys.spd +4% Spell.spd +4% Mind.spd +4% Item imbue powers: Phys.spd +4% Spell.spd +4% Mind.spd +4% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
small geode small geode0.0 T2 stone gem [Normal] While equipped: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Item imbue powers: HP.reg +1.00 Heal.mod +10% Stam/turn +0.40 Mana/turn +0.40 Psi/turn +0.40 Latent Damage Type: Physical Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Crit.mult +4.00% Res.pen +4% all Item imbue powers: Crit.mult +4.00% Res.pen +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 zircon0.0 T2 white gem [Normal] While equipped: Armour +8 Resists +2% all Item imbue powers: Armour +8 Resists +2% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stun/Frz- +40% Item imbue powers: Stun/Frz- +40% Latent Damage Type: Darkness Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue 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: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T3 green gem [Normal] While equipped: Dmg.mod +6% all Defense +20 (+10 eff.) Item imbue powers: Dmg.mod +6% all Defense +20 (+10 eff.) Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.spd +6% Spell.spd +6% Mind.spd +6% Item imbue powers: Phys.spd +6% Spell.spd +6% Mind.spd +6% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
opal0.0 T3 white gem [Normal] While equipped: Armour +12 Resists +3% all Item imbue powers: Armour +12 Resists +3% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
alchemist agate0.0 T1 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Ulfekor2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Phys.pwr +2 (+1 eff.) Apr +7 ----- def ----- Armour +4 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Phys.save +3 (+1 eff.) Mind.save +6 (+2 eff.) ---------- misc Light +2 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. |
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. |
dwarven-steel pickaxe of endurance (dig speed 31 turns)3.0 T3 digger tool [Ego] Master While equipped: Stats +4 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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 7 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged yew wand of clairvoyance [power 12] (8 cooldown)2.0 T3 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 12, power 65 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 8 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged yew wand of trap destruction [power 69] (18 cooldown)2.0 T3 wand charm [Ego] Arcane Disarm traps (69 bonus disarm power, based on Magic) along a range 3 line Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Exterminator (Exploration mode)
Killed 1000 creatures.By Bwoonhilda the Dark Faerie Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 20:32 see stats
Fear me not! (Exploration mode)
Survived the Fearscape!By Bwoonhilda the Dark Faerie Necromancer level 8
6th Mirth 122nd year of Ascendancy at 16:15 see stats
Infinite x10 (Exploration mode)
Got to level 10 of the infinite dungeon.By Bwoonhilda the Dark Faerie Necromancer level 12
5th Flare 122nd year of Ascendancy at 19:38 see stats
Level 10 (Exploration mode)
Got a character to level 10.By Bwoonhilda the Dark Faerie Necromancer level 10
10th Mirth 122nd year of Ascendancy at 19:27 see stats
Shasshhiy'Kaish (Exploration mode)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Bwoonhilda the Dark Faerie Necromancer level 8
7th Mirth 122nd year of Ascendancy at 10:06 see stats
That was close (Exploration mode)
Killed your target while having only 1 life left.By Bwoonhilda the Dark Faerie Necromancer level 7
4th Mirth 122nd year of Ascendancy at 11:37 see stats
Treasure Hunter (Exploration mode)
Amassed 1000 gold pieces.By Bwoonhilda the Dark Faerie Necromancer level 13
9th Flare 122nd year of Ascendancy at 04:30 see stats
Log
Bwoonhilda hits Velimina the bandit for 266 fire damage.
Bwoonhilda killed Velimina the bandit!
Resting starts...
Talent Invoke Darkness is ready to use.
Talent Fey Clone is ready to use.
The shield around Bwoonhilda crumbles.
The shield around Bwoonhilda's Clone crumbles.
Your summoned Bwoonhilda's Clone disappears.
Talent Rune: Shielding is ready to use.
Rested for 13 turns (stop reason: all resources and life at maximum).
Bwoonhilda picks up (Z.): Shinerupture (0 def, 1 armour).
Ran for 8 turns (stop reason: hostile spotted to the south (wolf)).
Bwoonhilda casts Invoke Darkness.
Bwoonhilda's Invoke Darkness hits Wolf for 150 darkness damage.
Bwoonhilda activates her arcane ash wand of conjuration!
Bwoonhilda hits Wolf for 232 fire damage.
Bwoonhilda killed Wolf!
Talent Invoke Darkness is ready to use.
Talent Fey Clone is ready to use.
Your summoned Bwoonhilda's Clone disappears.
Bwoonhilda deactivates Blurred Mortality.
Bwoonhilda deactivates Necrotic Aura.






















































































































