









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Fungal Regeneration 1.3.0Modifies the Fungal Growth talent so that its triggered regeneration effect does not block other regeneration effects. NOTE: This addon is officially deprecated as of game version 1.6.0, due to incompatible changes in the Wild-Gift/Fungus tree that render our modifications superfluous.] Merchant on the Map 1.7.0Places 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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Lumberjack on the Map 1.7.0Places the Cursed Village event on the map as a lumberjack NPC rather than an undetectable encounter. A companion piece to Melinda on the Map and Merchant on the Map; they can be used together or separately. Nekarcos's Quality of Life 06: Turn Delay 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: Everyone Options 1.4.5Starts characters off with category points instead of categories known. Humans Extended 1.1.5Adds additional Cornac human variants: gifted, experienced, and stunted. Items Vault 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Corner-Only Threat Brackets 1.1.5Changes the threat brackets in shockbolt so they're only the upper left corner and don't hide the healthbars. Nekarcos's Quality of Life 04: Healing Reduction (v2) 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Improved Combat Text v2 1.6.0Description 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: Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Nekarcos's Quality of Life 04: Healing Reduction 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Doomed |
| Level / Exp | 37 / 44% |
| Size | medium |
| Lifes / Deaths | Killed by orc necromancer at level 37 on the 69th Dusk 123rd year of Ascendancy at 07:29 / 1 |
Primary Stats
| Strength | 35.817091048379 (base 14) |
| Dexterity | 30.634182096757 (base 10) |
| Constitution | 46 (base 28) |
| Magic | 17.817091048378 (base 11) |
| Willpower | 94.634182096757 (base 60) |
| Cunning | 98.634182096757 (base 60) |
Resources
| Life | -698/932 |
| Hate | 106/106 |
| Healing Factor | 1.3456792028217 |
| Regeneration | 104.52535706554 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -40% |
| Spell | 0% |
| Global | +104% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Stealth | 15 |
| See Invisible | 15 |
Offense: Mainhand
| Damage | 36 |
| Accuracy | 50 |
| Crit Chance | 40% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 43 |
| Accuracy | 50 |
| Crit Chance | 40% |
| APR | 39 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 74 |
| Crit Chance | 71% |
| Speed | 1 |
Offense: Damage Bonus
| Mind | +72% |
| Lightning | +37% |
| Darkness | +52% |
| Cold | +25% |
| Blight | +26% |
| Physical | +25% |
| Fire | +74% |
| All | +20% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +15% |
| Nature | +5% |
| Temporal | +15% |
| Blight | +5% |
| Physical | +17% |
| Fire | +13% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 23 (63.304188961773%) |
| Defense | 36 |
| Ranged Defense | 36 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 25 |
| Mental Save | 58 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | -3%( 70%) |
| Arcane | -4%( 70%) |
| Cold | -17%( 70%) |
| All | -4%( 70%) |
| Physical | + 22%( 74%) |
| Lightning | + 12%( 70%) |
| Light | + 6%( 70%) |
| Temporal | + 8%( 70%) |
| Mind | + 28%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 5%( 70%) |
| Nature | -7%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 32% |
| Bleed Resistance | 100% |
| Confusion Resistance | 67% |
| Fear Resistance | 100% |
| Knockback Resistance | 32% |
| Poison Resistance | 100% |
| Blind Resistance | 26% |
Inscriptions (3/3)
| Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 616 damage for 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 2.5 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 2.5 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 arcane, 2 physical, 5 light, 4 mind |
Class Talents
| Cursed / Darkness | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 1/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Cursed / Punishments | 1.30 |
| 3/5 |
| 3/5 |
| 2/5 |
| 2/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Cursed aura | 1.20 |
| 5/5 |
| 5/5 |
| 2/5 |
| 5/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Cursed form | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Deflection |
| talent | Call Shadows |
| talent | Shadows Empathy |
| talent | Chant of Fortress |
| beneficial effect | You feel your grip on reality slipping. Curse of Madness (power 5.8)Penalty : Fractured Sanity: -12% Mind Resistance, -16% Confusion Immunity Power 1+: Unleashed: +17% critical damage, +19% off-hand weapon damage Power 2+: -1 Luck, +11 Dexterity Power 3+: Conspirator: Your madness is contagious. Every time you critically damage a foe there is a 78% chance to spread one of your current detrimental mental effect to them. Power 4+: Mania: Once per turn, when an attack does more than 10.1% of your life, the remaining cooldown of all your talents is reduced by 1. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 13 damage from the next 2.2 attack(s) with a 7% chance to counterattack. Guarded |
| detrimental effect | The target is cursed, reducing all resistances by 26%. Curse of Vulnerability |
| beneficial effect | Elenaduvor is feeding from orc corruptor. Feeding |
| beneficial effect | An aura of death surrounds you. Curse of Corpses (power 4.8)Penalty : Fear of Death: -7% resistance against damage from the undead. Power 1+: Power over Death: +12% damage against the undead. Power 2+: -1 Luck, +5 Strength, +5 Magic Power 3+: Living Death: Ghoulish retch heals you. Once every 20 turns, retch (level 3) when you fall below 46% health Power 4+: Reprieve from Death: Humanoids you slay have a 39% chance to rise to fight beside you as ghouls for 6 turns. |
| detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
| beneficial effect | The target has 60 increased life regeneration. Recovery |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 4.8)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missplaced Endeavours: The endeavours of those around you begin to fail (+41% chance to avoid traps). Power 2+: -1 Luck, +9 Cunning Power 3+: Missed Opportunities: Opportunities are fleeting, and those close to you begin to miss them (+15% evasion). Power 4+: Unfortunate End: The damage you deal will increase by 43% if the increase would be enough to kill your opponent. |
| detrimental effect | Cold resistance reduced by 15%, movement speed reduced by 40%. Hoarfrost |
| beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
| beneficial effect | A random shadow absorbed a fatal blow for you, granting you a negative shield of 555. Shadow Decoy |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Damage from necrotic minions increased by 30%. Black Ice |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 7%. Cursed Form |
| detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
| beneficial effect | Horrible visions fill your mind. Curse of Nightmares (power 4.8): 10%Penalty : Plagued by Visions: Your mental save has a 20% chance to be reduced by 15% when tested. Power 1+: Removed from Reality: +6 Physical Resistance, +4 Maximum Physical Resistance Power 2+: -1 Luck, +9 Willpower Power 3+: Harrow: When a foe attempts to inflict a detrimental effect upon you, your harrowing aura retaliates against a random foe in range 10, dealing 92 mind and 82 darkness damage. Power 4+: Nightmare: Each time you are damaged by a foe there is a chance (currently 10%) of triggering a radius 7 nightmare (summon Terrors and chances to slow, deal 144 Mind damage, and deal 127 Darkness damage) for 8 turns. The chance grows each time you are struck but fades over time. |
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's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | 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 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by ruin banshee. Escort: lost warrior (level 7 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by Bethydara the multi-hued crystal. Escort: temporal explorer (level 3 of Old Forest) | failed |
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 Shardskin. * 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 notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest'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 unlocked the training room. * You have unlocked the hall of reflections. * 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's current energy level is: 246. | 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | 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 |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Marus of Elvala. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of avoidance. Marus of Elvala has completed an elixir of mysticism without your aid. You have aided Marus of Elvala in creating an elixir of the savior. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | 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 within7 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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'Eyal for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of hardened leather boots 'Brandcutter' (Corpses) (0 def, 3 armour)Infused by nature Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Changes stats: +7 Wil / +5 Cun / +4 Con Changes resistances: +9% lightning / +9% temporal / +3% cold Changes resistances penetration: +7% physical Changes damage: +15% fire Physical save: +7 (+3 eff.) Spell save: +13 (+6 eff.) Mental save: +8 (+2 eff.) Poison immunity: +20% Mindpower: +5 (+2 eff.) Curse of Corpses It can be used to activate talent Blindside, placing all other charms into a 25 cooldown : Effective talent level: 2.5 Power cost: 25 out of 25/25. Range: 6 Travel Speed: instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
| Light source | Glorawen the alchemist's lampInfused by nature Infused by psionic forces 1.00 Encumbrance. [Random Unique] Type: lite / lite ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Changes resistances: +9% blight Changes resistances penetration: +5% blight Changes damage: +3% blight Physical save: +7 (+3 eff.) Mental save: +13 (+3 eff.) Mindpower: +9 (+3 eff.) Mental crit. chance: +5% Light radius: +4 See stealth: +15 See invisible: +15 Healing mod.: +18% A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Elera the Flareobsidian (Madness) (0 def, 3 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour penetration: +1 Armour: +3 Fatigue: +3% Changes resistances: +15% acid / +6% lightning / +7% nature / +3% darkness Changes damage: +15% fire Spell save: +5 (+2 eff.) Maximum life: +48.00 Healing mod.: +12% Curse of Madness A cap made of leather. |
| On hands | Belydradas (Nightmares) (0 def, 3 armour)Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Damage (Melee): 15 darkness Damage when hit (Melee): 4 blight Changes resistances: +9% darkness Changes damage: +11% darkness / +18% mind Critical mult.: +10.00% Mental save: +9 (+2 eff.) Psi when hit: +0.24 Hate when firing a critical mind attack: +5.00 Mindpower: +15 (+4 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Curse of Nightmares Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | elven-wood wand of lightning storm 'Glintbreacher' [power 722] (21 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 4 When wielded/worn: Damage when hit (Melee): 4 light Changes resistances: +15% light Changes resistances penetration: +15% lightning It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 197 lightning damage and will be dazed for 1 turn (987 total damage) Activation puts all charms on cooldown for 21 turns. When used: * Increase all damage penetration by 14% for 2 turns. * Gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Grinyvor the Healkarma (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 69% * 10% chance to reduce all saves and defense by 41 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 41 Damage (Ranged): 7 physical Changes stats: +3 Cun / +3 Wil Changes resistances: +3% nature Changes damage: +15% darkness Critical mult.: +15.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
| On fingers | Fogwither of the Blightspawn (Misfortune)Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +8 (+4 eff.) Effects when hit in melee: * 26% chance to reduce strength, dexterity, and constitution by 10 * 26% chance to reduce damage dealt by 33% Damage when hit (Melee): 2 blight Changes stats: +6 Str / +7 Con Changes resistances: +13% mind / +12% blight Changes damage: +13% mind / +3% blight Reduces incoming crit damage: 5.00% Mental save: +6 (+2 eff.) Confusion immunity: +31% Curse of Misfortune Rings make your fingers look great! |
| Around neck | Bethebrewe the steel amulet (Nightmares)Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Damage when hit (Melee): 2 mind Changes stats: +4 Con Changes resistances: +13% darkness / +23% mind / +10% light Changes damage: +9% mind Blindness immunity: +26% Confusion immunity: +20% Curse of Nightmares Amulets make your neck look great! |
| In main hand | Emusetta the Frigidwhisper (Corpses) (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% Damage Shield penetration (this weapon only): +20% Damage (radius 2) on crit: +16 cold When wielded/worn: Damage (Melee): 15 fire / 11 mind / 6 darkness Changes stats: +3 Con Changes resistances: +9% fire / +1% physical Changes resistances penetration: +13% fire Changes damage: +17% lightning / +6% darkness / +24% fire / +7% mind / +5% cold Talent masteries: +0.20 Psionic / Focus +0.10 Psionic / Projection Talent granted: +1 Attune Mindstar Critical mult.: +10.00% Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Global speed: +4% Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Rope Belt of the Thaloren (Madness)Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 2 When wielded/worn: Changes stats: +7 Cun / +8 Wil Talent mastery: +0.20 Wild-gift / Harmony Mindpower: +15 (+4 eff.) Mental crit. chance: +15% Curse of Madness The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
| In off hand | creative pulsing mindstar of life (Nightmares) (13-14 power, 32 apr, mind damage)Requires: - Willpower 35 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 4 Base power: 13.0 - 14.3 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +32 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Changes stats: +4 Cun Talent granted: +1 Attune Mindstar Critical mult.: +12.00% Life regen: +0.90 Maximum life: +24.00 Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Nightmares Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Falugogrim the Vilevenom (Madness) (2 def, 0 armour)Powered by arcane forces Crafted by a master Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +5 (+3 eff.) Armour penetration: +6 Defense: +2 (+1 eff.) Changes stats: +3 Dex / +2 Mag / +6 Wil / +3 Cun Changes resistances: +6% nature / +3% temporal Changes resistances penetration: +5% nature / +15% temporal Mental save: +8 (+2 eff.) Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Robe of Force (Corpses) (12 def, 8 armour)Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 2 When wielded/worn: Armour: +8 Defense: +12 (+5 eff.) Changes stats: +3 Cun / +4 Wil Changes resistances: +15% acid / +12% physical / +9% all Changes resistances penetration: +10% mind / +10% physical Changes damage: +5% mind / +5% physical Physical save: +10 (+5 eff.) Mindpower: +8 (+2 eff.) Mental crit. chance: +4% Curse of Corpses It can be used to send out a range 5 beam of kinetic energy, dealing 79.24 to 99.05 physical damage (based on Willpower and Cunning) with knockback Activation costs 10 power out of 10/10. This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
blink rune of the wizard (range 5; phase 16; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 16%, your defense is increased by 16 and all your resistances by 16%. Its effects scale with your Magic stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 145; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 257; dur 4; cd 14)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 2.5 Use mode: Activated Range: melee/personal Cooldown: 17 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 257 damage for 4 turns. Its effects scale with your Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 61; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 61 with a minimum range of 15. Its effects scale with your Strength stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.10 Encumbrance. [Unique] Type: scroll / scroll It can be used to open the seal and read the message. Magical scrolls can have wildly different effects! |
gold amulet 'Hathonarizilafang'Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Defense: +5 (+2 eff.) Effects on melee hit: * 20% chance to reduce armor by 20% Changes resistances: +12% blight / +3% fire / +15% nature / +2% physical Poison immunity: +31% Disease immunity: +31% Pinning immunity: +10% Amulets make your neck look great! |
restful gold amulet of mastery (0.25 Cursed / Shadows) (Nightmares)Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Fatigue: -7% Talent mastery: +0.25 Cursed / Shadows Life regen: +2.00 Curse of Nightmares Amulets make your neck look great! |
psionicist's copper ring of light (+22%) (Shrouds)Powered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +2 Wil Changes resistances: +22% light Changes damage: +11% light Mental save: +4 (+1 eff.) Curse of Shrouds Rings make your fingers look great! |
savior's copper ring of sensing (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical save: +7 (+3 eff.) Spell save: +7 (+3 eff.) Mental save: +7 (+2 eff.) Blindness immunity: +22% Infravision radius: +4 See stealth: +5 See invisible: +7 Curse of Misfortune Rings make your fingers look great! |
Silerith (Misfortune)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to reduce strength, dexterity, and constitution by 10 Damage when hit (Melee): 10 blight Changes resistances: +13% arcane / +6% blight Changes damage: +13% arcane Spell crit. chance: +4% Mental crit. chance: +3% Damage Shield penetration: +30% Curse of Misfortune Rings make your fingers look great! |
mule's steel ring of light (+20%) (Corpses)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +20% light Changes damage: +10% light Maximum encumbrance: +20 Curse of Corpses Rings make your fingers look great! |
psionicist's steel ring of misery (Shrouds)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 41 Damage (Melee): 9 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 41 Damage (Ranged): 10 physical Changes stats: +3 Cun / +4 Wil Mental save: +8 (+2 eff.) Hate when firing a critical mind attack: +2.00 Maximum hate: +7.00 Curse of Shrouds It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
treant's steel ring of misery (Madness)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce all saves and defense by 41 Damage (Melee): 5 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 41 Damage (Ranged): 8 physical Changes stats: +1 Cun Changes resistances: +6% nature / +6% blight Poison immunity: +10% Disease immunity: +15% Hate when firing a critical mind attack: +2.00 Maximum hate: +5.00 Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 4.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 166% weapon damage. If the attack hits, the target will bleed for 314% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings make your fingers look great! |
conjurer's gold ring of light (+24%) (Madness)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +4 Wil / +5 Mag Changes resistances: +24% light Changes damage: +12% light Spellpower: +9 (+6 eff.) Curse of Madness Rings make your fingers look great! |
gold ring of warding (Shrouds)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +16% acid / +12% fire / +18% cold / +15% lightning Curse of Shrouds Rings make your fingers look great! |
marksman's gold ring of corrosion (+32%) (Nightmares)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Changes stats: +3 Dex Changes resistances: +32% acid Changes damage: +16% acid Curse of Nightmares Rings make your fingers look great! |
sneakthief's gold ring of luminosity (Misfortune)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+4 eff.) Damage (Melee): 12 light Damage (Ranged): 15 light Changes stats: +5 Dex / +3 Mag / +7 Cun Changes damage: +10% light Curse of Misfortune Rings make your fingers look great! |
solipsist's stralite ring of misery (Corpses)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 11% chance to reduce all saves and defense by 41 Damage (Melee): 16 physical Effects on ranged hit: * 15% chance to reduce all saves and defense by 41 Damage (Ranged): 22 physical Changes stats: +10 Cun / +7 Wil Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 Mindpower: +11 (+3 eff.) Curse of Corpses It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
solipsist's stralite ring of misery (Madness)Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Effects on melee hit: * 12% chance to reduce all saves and defense by 41 Damage (Melee): 7 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 41 Damage (Ranged): 8 physical Changes stats: +9 Cun / +5 Wil Hate when firing a critical mind attack: +1.00 Maximum hate: +7.00 Mindpower: +7 (+2 eff.) Curse of Madness It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 5.5 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 173% weapon damage. If the attack hits, the target will bleed for 326% weapon damage over 7 turns, and all healing will be reduced by 71%. Rings make your fingers look great! |
treant's stralite ring of lightning (+10%) (Corpses)Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes resistances: +10% blight / +8% nature / +28% lightning Changes damage: +14% lightning Poison immunity: +16% Disease immunity: +20% Curse of Corpses Rings make your fingers look great! |
Crackleslice the stralite greatmaul (Madness) (82-122 power, 3 apr)Requires: - Strength 35 Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 4 It must be held with both hands. Base power: 81.5 - 122.2 Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +2.5% Attack speed: 100% Damage (Melee): +8 mind / +20 lightning When wielded/worn: Accuracy: +10 (+5 eff.) Changes stats: +2 Str / +6 Wil Physical save: +9 (+4 eff.) Stamina each turn: +2.00 Mental crit. chance: +4% Curse of Madness Massive two-handed mauls. |
Anmalice (Corpses) (47-66 power, 20 apr)Requires: - Willpower 20 - Strength 32 Infused by psionic forces Powered by unknown forces 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 47.0 - 65.8 Uses stats: 10% Wil, 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +20 Crit. chance: +7.0% Attack speed: 100% On weapon hit: * torments the target with many mental effects On weapon kill: * reduces mental save penalty When wielded/worn: Changes damage: +8% mind Mental save: -30 (-10 eff.) Mindpower: +9 (+3 eff.) Curse of Corpses The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
caller's thorny mindstar of sand (Corpses) (10-11 power, 24 apr, mind damage)Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 50% Wil, 30% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +24 Crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage (Melee): 8 physical Changes resistances: +4% physical Changes resistances penetration: +4% acid / +2% fire / +12% physical / +2% cold Changes damage: +9% acid / +5% fire / +15% physical / +7% cold Talent granted: +1 Attune Mindstar Mindpower: +6 (+2 eff.) Mental crit. chance: +3% Heals friendly targets nearby when you use a nature summon: +15 Max wilder summons: +1 Curse of Corpses Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Anurek (Madness)Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Random Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When this weapon hits: Arcane Vortex (10% chance level 5). Damage (radius 1) on hit: +12 mind Damage (radius 2) on crit: +4 arcane When wielded/worn: Accuracy: +14 (+7 eff.) Physical crit. chance: +8.0% Effects on ranged hit: * 10% chance to reduce all saves and defense by 41 Damage when hit (Melee): 2 arcane Changes stats: +6 Mag Changes resistances penetration: +12% physical / +15% mind / +20% temporal Changes damage: +21% temporal / +8% arcane / +17% physical Talent cooldown: Arrow Stitching (-1 turn) Spellpower: +12 (+7 eff.) Curse of Madness Longbows are used to shoot arrows at your foes. |
Cloak of Deception (Corpses)Powered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+3 eff.) Spellpower: +5 (+4 eff.) Mindpower: +5 (+2 eff.) Curse of Corpses A black cloak, with subtle illusion enchantments woven into its very fabric. |
Toxinvortex the cashmere wizard hat (Shrouds) (2 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Effects on melee hit: * 20% chance to slow global speed by 69% Damage when hit (Melee): 6 mind Changes resistances: +15% mind / +9% cold Changes resistances penetration: +25% nature Changes damage: +15% arcane / +12% mind Maximum mana: +70.00 Curse of Shrouds A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of the mind (+11%) (Madness) (2 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +11% mind Changes damage: +11% mind Life regen: +2.70 Damage Shield Power: +7% Curse of Madness A pointy cloth hat, very wizardly... |
ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Eldritch PearlPowered by arcane forces 0.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Physical power: +12 (+6 eff.) Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con / -5 Lck Allows you to breathe in: water Spellpower: +12 (+7 eff.) Light radius: +6 It can be used to activate talent Tidal Wave (costing 80 power out of 150/150) : Effective talent level: 5.5 Power cost: 80 out of 150/150. Range: melee/personal Travel Speed: instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 13.83 cold damage and 13.83 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Blood-Runed Athame1.00 Encumbrance. [Plot Item] Type: misc / misc An athame, covered in blood runes. It radiates power. |
Giludunalestir the Quenchdeath (dig speed 15 turns)Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Changes stats: +2 Str Changes resistances: +27% cold Changes resistances penetration: +10% acid Changes damage: +8% mind / +10% fire Reduces incoming crit damage: 15.00% Mental save: +5 (+1 eff.) Infravision radius: +2 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many WaysPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb It can be used to activate a portal Activation costs 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. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Gwai's BurninatorPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 3 It can be used to shoot a cone of flames (radius 5) for 583.02 fire damage (based on Magic) Activation costs 50 power out of 75/75. Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 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 (1/1)Infused by nature 2.00 Encumbrance. [Unique] Type: charm / rod It can be used to shoot a bolt of spydric poison out to range 8, dealing 324.73 nature damage (based on Magic) over 6 turns while rendering the target unable to move Activation costs 25 power out of 25/25. This rod carved out of a giant spider fang continuously drips venom. |
steel torque of mindblast 'Gatta' [power 160] (15 cooldown)Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 2 When wielded/worn: Defense: +5 (+2 eff.) Only die when reaching: -80.00 life It can be used to blast the opponent's mind dealing 275 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase the duration of 2 beneficial effects by 2. * Reduce fatigue by 27% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
innervating dwarven-steel torque of psionic shield [power 73] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 3 It can be used to setup a psionic shield, reducing all damage taken by 73 for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
elm wand of lightning storm 'Morningoozer' [power 122] (15 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes stats: +1 Mag Mental save: +3 (+1 eff.) Hate when firing a critical mind attack: +2.00 Light radius: +3 It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 33 lightning damage and will be dazed for 1 turn (166 total damage) Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's WandPowered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / wand ; tier 3 When wielded/worn: Damage when hit (Melee): 18 light Changes resistances: +12% darkness / +12% light Changes damage: +10% light Spell save: +15 (+7 eff.) Light radius: +2 It can be used to summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 52 light damage (based on your Magic and Strength) to your foes within radius 5 each turn Activation costs 35 power out of 35/35. This gold-tipped wand shines with an unnatural sheen. |
evasive elven-wood wand of shielding [power 344] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 4 It can be used to create a shield absorbing up to 344 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "The Illusory Castle"Powered by unknown forces 2.00 Encumbrance. [Unique] Type: tome / forbidden It can be used to read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Trident of the Tides (Nightmares) (80-112 power, 20 apr)Requires: - Strength 35 Infused by nature 3.00 Encumbrance. [Unique] Type: weapon / trident ; tier 4 It must be held with both hands. Base power: 80.0 - 112.0 Uses stat: 140% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +20 Crit. chance: +15.0% Attack speed: 100% When this weapon hits: Water Bolt (40% chance level 3). Damage (Melee): +20 nature / +15 cold When wielded/worn: Accuracy: +10 (+5 eff.) Changes resistances: +25% cold Changes damage: +20% cold Spell save: +18 (+9 eff.) See invisible: +2 Talent on hit(spell): Water Bolt (20% chance level 3). Curse of Nightmares It can be used to activate talent Freeze (costing 60 power out of 34/150) : Effective talent level: 4.5 Power cost: 60 out of 34/150. Range: 10 Travel Speed: instantaneous Is: a spell Description: Condenses ambient water on a target, freezing it for 6 turns and damaging it for 155.32. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Achievements
A dangerous secret (Roguelike)
Found the mysterious staff and told Last Hope about it.By Elenaduvor the Skeleton Doomed level 32
72nd Pyre 123rd year of Ascendancy at 17:48 see stats
A different point of view (Roguelike)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Elenaduvor the Skeleton Doomed level 27
10th Pyre 123rd year of Ascendancy at 16:14 see stats
Against all odds (Roguelike)
Killed Ukruk in the ambush.By Elenaduvor the Skeleton Doomed level 30
27th Pyre 123rd year of Ascendancy at 19:00 see stats
Arachnophobia (Roguelike)
Destroyed the spydric menace.By Elenaduvor the Skeleton Doomed level 35
3rd Flare 123rd year of Ascendancy at 14:01 see stats
Brave new world (Roguelike)
Went to the Far East and took part in the war.By Elenaduvor the Skeleton Doomed level 34
3rd Summertide 123rd year of Ascendancy at 05:16 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Elenaduvor the Skeleton Doomed level 13
19th Dusk 122nd year of Ascendancy at 07:50 see stats
Destroyer of the creation (Roguelike)
Killed Slasul.By Elenaduvor the Skeleton Doomed level 35
8th Dusk 123rd year of Ascendancy at 06:06 see stats
Destroyer's bane (Roguelike)
Killed Golbug the Destroyer.By Elenaduvor the Skeleton Doomed level 33
9th Mirth 123rd year of Ascendancy at 08:05 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Elenaduvor the Skeleton Doomed level 17
50th Haze 122nd year of Ascendancy at 12:32 see stats
Eye of the storm (Roguelike)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Elenaduvor the Skeleton Doomed level 25
7th Regrowth 123rd year of Ascendancy at 16:38 see stats
Flooder (Roguelike)
Defeated Ukllmswwik while doing his own quest.By Elenaduvor the Skeleton Doomed level 36
8th Dusk 123rd year of Ascendancy at 09:29 see stats
Home sweet home (Roguelike)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Elenaduvor the Skeleton Doomed level 27
10th Pyre 123rd year of Ascendancy at 13:01 see stats
Is that how it feels to be an escort quest?! (Roguelike)
Got saved from death in the Godfeaster by Malyu and managed to escape.By Elenaduvor the Skeleton Doomed level 31
29th Pyre 123rd year of Ascendancy at 15:17 see stats
Level 10 (Roguelike)
Got a character to level 10.By Elenaduvor the Skeleton Doomed level 10
3rd Summertide 122nd year of Ascendancy at 19:24 see stats
Level 20 (Roguelike)
Got a character to level 20.By Elenaduvor the Skeleton Doomed level 20
63rd Haze 122nd year of Ascendancy at 02:21 see stats
Level 30 (Roguelike)
Got a character to level 30.By Elenaduvor the Skeleton Doomed level 30
26th Pyre 123rd year of Ascendancy at 09:28 see stats
Rescuer of the lost (Roguelike)
Rescued the merchant from the assassin lord.By Elenaduvor the Skeleton Doomed level 26
51st Regrowth 123rd year of Ascendancy at 15:08 see stats
Size is everything (Roguelike)
Did over 1500 damage in one attack.By Elenaduvor the Skeleton Doomed level 34
9th Mirth 123rd year of Ascendancy at 17:05 see stats
Size matters (Roguelike)
Did over 600 damage in one attack.By Elenaduvor the Skeleton Doomed level 23
2nd Decay 122nd year of Ascendancy at 05:35 see stats
Sliders (Roguelike)
Activated a portal using the Orb of Many Ways.By Elenaduvor the Skeleton Doomed level 34
9th Mirth 123rd year of Ascendancy at 10:59 see stats
Tales of the Spellblaze (Roguelike)
Learned the eight chapters of the Spellblaze Chronicles.By Elenaduvor the Skeleton Doomed level 27
10th Pyre 123rd year of Ascendancy at 16:14 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Elenaduvor the Skeleton Doomed level 8
9th Mirth 122nd year of Ascendancy at 04:57 see stats
The Legend of Garkul (Roguelike)
Learned the five chapters of the Legend of Garkul.By Elenaduvor the Skeleton Doomed level 27
10th Pyre 123rd year of Ascendancy at 16:14 see stats
The Rat Lich (Roguelike)
Killed the terrible Rat Lich.By Elenaduvor the Skeleton Doomed level 24
6th Allure 123rd year of Ascendancy at 09:46 see stats
The Restless Dead (Roguelike)
Disturbed an old battlefield and survived the consequences.By Elenaduvor the Skeleton Doomed level 24
3rd Decay 122nd year of Ascendancy at 06:35 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Elenaduvor the Skeleton Doomed level 5
3rd Mirth 122nd year of Ascendancy at 20:15 see stats
Treasure Hoarder (Roguelike)
Amassed 3000 gold pieces.By Elenaduvor the Skeleton Doomed level 25
36th Regrowth 123rd year of Ascendancy at 11:17 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Elenaduvor the Skeleton Doomed level 18
51st Haze 122nd year of Ascendancy at 01:22 see stats
Vampire crusher (Roguelike)
Destroyed the Master in its lair of the Dreadfell.By Elenaduvor the Skeleton Doomed level 29
25th Pyre 123rd year of Ascendancy at 08:32 see stats
Log
Orc corruptor's Blood Grasp hits Shadow for 242 blight damage.
Orc corruptor's Blood Grasp killed Shadow!
Orc corruptor casts Soul Rot.
Orc corruptor's spell attains critical power!
Orc blood mage misses Terror.
Eilinotha the orc blood mage's Blood Grasp hits Terror for 173 blight damage.
Eilinotha the orc blood mage receives 47 healing from Eilinotha the orc blood mage's Blood Grasp.
Elenaduvor uses Focus Shadows.
The shadows form around Elenaduvor!
Elenaduvor's mania hastens cooldowns.
Shadow casts Fade.
Shadow fades!
Elenaduvor deactivates Shadow Decoy.
Orc blood mage's Soul Rot hits Shadow for 576 decoy damage.
Orc blood mage's Soul Rot hits Elenaduvor for (576 decoy), 0 cold (0 total damage).
Shadow fades for a moment and then reforms whole again!
Shadow casts Fade.
Shadow fades!
Shadow casts Fade.
Shadow fades!
Orc necromancer roars triumphantly.
Orc necromancer's Chill of the Tomb hits Shadow for 0 cold damage.
Orc necromancer's Chill of the Tomb hits Terror for 517 cold damage.
Orc necromancer's Chill of the Tomb hits Shadow for 0 cold damage.
Orc necromancer's Chill of the Tomb hits Shadow for 0 cold damage.
Orc necromancer's Chill of the Tomb hits Shadow for 0 cold damage.
Orc necromancer's Chill of the Tomb hits Elenaduvor for 502 cold damage.
Orc necromancer's Chill of the Tomb killed Terror!
Orc corruptor's Soul Rot hits Elenaduvor for 555 cold damage.































































































