










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Revamped Alchemist 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! Generous Levels 1.5.5Is more generous with talents, types and stat points for each level gained. 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: Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Tinker Stores in Last Hope - Tinker 1.5.5Adds tinker, steamsaw, steamgun and schematic stores to Last Hope. QuickTome: Improved Recall 1.4.8Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Better Item Description 1.5.5This 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 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:
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. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Prodigy Tweaks 1.5.5 Recognizable Bossess on Minimap 1.5.5Colorizing unique+ ranked creatures on minimap Additional Randart Properties 1.5.5 |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Alchemist |
| Level / Exp | 33 / 54% |
| Size | medium |
| Lifes / Deaths | Killed by Atuma the thalore at level 12 on the 59th Dusk 122nd year of Ascendancy at 00:56 4 / 2Killed by Aluin the Fallen at level 33 on the 52nd Dusk 123rd year of Ascendancy at 01:31 |
Primary Stats
| Strength | 14 (base 16) |
| Dexterity | 11 (base 10) |
| Constitution | 70 (base 60) |
| Magic | 65 (base 60) |
| Willpower | 47 (base 41) |
| Cunning | 51 (base 45) |
Resources
| Life | 975/975 |
| Mana | 509/509 |
| Equilibrium | 0 |
| Paradox | 300 |
| Healing Factor | 1.675 |
| Regeneration | 3.7687499999999 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +5.0626169922907E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 7 |
| See Stealth | 73.508115550706 |
| See Invisible | 65.508115550706 |
Offense: Mainhand
| Damage | 78 |
| Accuracy | 14 |
| Crit Chance | 43% |
| APR | 21 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 54 |
| Crit Chance | 54% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Light | +12% |
| Cold | +9% |
| Darkness | +15% |
| Physical | +39% |
| Fire | +14% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 34 (40.629139072848%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 8 |
| Physical Save | 45 |
| Spell Save | 45 |
| Mental Save | 51 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Arcane | + 24%( 70%) |
| Cold | + 38%( 70%) |
| All | + 16%( 70%) |
| Darkness | + 33%( 70%) |
| Light | + 27%( 70%) |
| Temporal | + 26%( 70%) |
| Physical | + 28%( 70%) |
| Lightning | + 19%( 70%) |
| Fire | + 35%( 70%) |
| Mind | + 26%( 70%) |
Defense: Immunities
| Pinning Resistance | 35% |
| Disarm Resistance | 58% |
| Confusion Resistance | 10% |
| Knockback Resistance | 27% |
| Stun Resistance | 85% |
| Instadeath Resistance | 100% |
| Blind Resistance | 61% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 66.35 physical damage and 95.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 541 life over 5 turns. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% for 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Spell (100% 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 3 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. |
Class Talents
| Spell / Fire alchemy | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Golemancy | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Energy alchemy | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
| Spell / Advanced-golemancy | 1.30 |
| 1/5 |
| 4/5 |
| 5/5 |
| 2/5 |
| Spell / Explosive admixtures | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Acid alchemy | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Frost alchemy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Chronomancy / Chronomancy | 0.80 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff techniques | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Stone alchemy | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
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 grave | active |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you gained talent category Spell / Divination (at mastery 0.80). | done |
You failed to protect the injured seer from death by golem (servant of Absinthe). Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the injured seer from death by Salybreda the elder vampire. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you learnt talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: lost anorithil (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 8 of Dreadfell. Escort: repented thief (level 8 of Dreadfell)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 0.80). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved talent Foresight (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 169. | 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. | active |
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 |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. | 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 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 |
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. * You have found the Resonating Diamond. | 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 | [vs. Boots of the Hunter (2 def, 12 armour) (On feet)]Boots of the Hunter (2 def, 12 armour) 3.0 T4 feet armor Reqs Heavy Armour Training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) (-) Apr +15 (-) ----- def ----- Armour +12 (-) Defense +2 (+1 eff.) (-) Fatigue +8% (-) Spell.save +10 (+4 eff.) (-) Mind.save +10 (+4 eff.) (-) Max.HP +80.00 (-) Stun/Frz- +40% (-) ---------- misc Masteries +0.20(-) Cunning/Trapping +0.20(-) Cursed/Endless hunt +0.20(-) Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 30 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | [vs. bright alchemist's lamp of health (Light source)]bright alchemist's lamp of health 1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +55.00 (-) ---------- misc Light +6 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)]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. |
| Tool | [vs. steel torque of psychoportation 'Barylestir' [power 30] (28 cooldown) (Tool)]steel torque of psychoportation 'Barylestir' [power 30] (28 cooldown) 2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +2 (-) Resists +12%(-) temporal +1%(-) all Confus- +10% (-) Stun/Frz- +15% (-) ---------- misc Talents +2.00(-) Telekinetic Blast Teleport randomly (rad 30) Puts all charms on 28 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | [vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]stralite ring 'Duvakor' 0.1 T4 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +6 (-) Resists +12%(-) cold +9%(-) darkness +9%(-) arcane Crit.dmg- 15.00% (-) Phys.save +9 (+3 eff.) (-) Blind- +40% (-) Disease- +10% (-) ---------- misc Infravis +6 (-) See.Stealth +17 (-) See.Invis +9 (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]savior's stralite ring of tenacity 0.1 T4 ring jewelry [Ego] Master While equipped: ----- def ----- Armour +0 (-6) Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +11 (+4 eff.) (+2 (+1 eff.)) Spell.save +6 (+2 eff.) Mind.save +10 (+3 eff.) Max.HP +32.00 Blind- +0% (-40%) Disease- +0% (-10%) Disarm- +32% Pinning- +35% Knockbk- +27% ---------- misc Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. Jaw of Rogroth (Around waist)]Jaw of Rogroth 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% (-) Spell.pwr +5 (+1 eff.) (-) ---------- misc Vim/kill +4.00 (-) Max.souls +3.00 (-) Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 22 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In main hand | [vs. fag (30-36 power, 6 apr, physical element) (In main hand, 1 of 2)]fag (30-36 power, 6 apr, physical element) 5.0 T5 staff 2H weapon Reqs Mag 48 [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 (-) Crit +5.0% (-) Atk.spd 100% (-) On Hit.r1 +8(-) lightning On Crit.r2 +8(-) lightning While equipped: Stats +7(-) Con dps ---------- Phys.crit +14.0% (-) Spell.crit +13% (-) Crit.mult +18.00% (-) Spell.pwr +25 (+8 eff.) (-) Melee+ 8(-) mind 0(-20) item light blind Dmg.mod +30%(-) physical On Hit (Melee): * 20% chance to blind ----- def ----- Defense +15 (+7 eff.) (-) Resists +12%(-) mind +3%(-) lightning Phys.save +15 (+5 eff.) (-) Spell.save +12 (+4 eff.) (-) Mind.save +31 (+11 eff.) (-) HP.reg +2.00 (-) Heal.mod +30% (-) ---------- misc Light +5 (-) Talents +1.00(-) Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 102.87 light damage. Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
| On hands | [vs. Flamewrought (0 def, 2 armour) (On hands)]Flamewrought (0 def, 2 armour) 1.0 T1 hands armor [Unique] Nature While equipped: Stats +2(-) Cun +3(-) Wil dps ---------- Mind.pwr +2 (+1 eff.) (-) Dmg.mod +5%(-) fire ----- def ----- Armour +2 (-) Resists +10%(-) fire Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 52.66 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
| Main armor | [vs. stargazer's silk robe of alchemy (3 def, 0 armour) (Main armor, 1 of 2)]stargazer's silk robe of alchemy (3 def, 0 armour) 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +3(-) Cun dps ---------- Spell.crit +7% (-) Spell.pwr +9 (+3 eff.) (-) Dmg.mod +10%(-) acid +9%(-) physical +12%(-) light +9%(-) cold +9%(-) fire +15%(-) darkness ----- def ----- Defense +3 (+1 eff.) (-) Resists +15%(-) acid +14%(-) physical +13%(-) fire +14%(-) cold ---------- misc Cooldown Refit Golem -3(-) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
| Cloak | [vs. resilient cashmere cloak of protection (2 def, 0 armour) (Cloak)]resilient cashmere cloak of protection (2 def, 0 armour) 2.0 T3 cloak armor [Ego] Arcane/Nature While equipped: ----- def ----- Defense +2 (+1 eff.) (-) Spell.save +7 (+3 eff.) (-) Mind.save +7 (+3 eff.) (-) Max.HP +35.00 (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. starlit steel amulet of magic (+3) (Around neck)]starlit steel amulet of magic (+3) 0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3(-) Mag ----- def ----- Resists +13%(-) light +11%(-) darkness Blind- +21% (-) Amulets can have magical properties. |
Inventory
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 541 over 5 turns)] (on body)]regeneration infusion (heal 222 over 5 turns) 0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 222 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 541 over 5 turns)] (on body)]regeneration infusion of the duelist (heal 274 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 274 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Infusion: Regeneration [regeneration infusion of the sneak (heal 541 over 5 turns)] (on body)]regeneration infusion of the duelist (heal 259 over 5 turns) 0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 259 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. Rune: Manasurge (on body)]manasurge rune of the titan (1428% regen over 10 turns; 71 instant mana) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1428% for 10 turns and instantly restoring 71 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
[vs. Rune: Manasurge (on body)]manasurge rune of the warrior (738% regen over 10 turns; 37 instant mana) 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 738% for 10 turns and instantly restoring 37 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
[vs. Rune: Shielding (on body of golem (servant of Absinthe))]shielding rune of the warrior (absorb 196 for 4 turns) 0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 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 328 damage for 4 turns. 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. |
teleportation rune of the warrior (range 47)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. 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. |
controlled phase door rune of the titan (range 10)0.1 T4 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport in a range of 10. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
[vs. starlit steel amulet of magic (+3) (Around neck)]clarifying copper amulet of mastery (0.10 Spell / Frost alchemy) 0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +0(-3) Mag ----- def ----- Resists +0%(-11%) darkness +10% mind +0%(-13%) light Blind- +0% (-21%) Confus- +20% ---------- misc Masteries +0.10 Spell/Frost alchemy Amulets can have magical properties. |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]copper ring 'Yaridur' 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +6 (-) Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +10 (+4 eff.) (+1 (+1 eff.)) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Blind- +0% (-40%) Disease- +0% (-10%) ---------- misc Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]copper ring of arcana(+0.10/turn) 0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Armour +0 (-6) Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Blind- +0% (-40%) Disease- +0% (-10%) Silence- +21% ---------- misc Mana/turn +0.10 Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]copper ring of tenacity 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Armour +0 (-6) Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Max.HP +20.00 Blind- +0% (-40%) Disease- +0% (-10%) Disarm- +22% Pinning- +20% Knockbk- +22% ---------- misc Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]marksman's copper ring of power 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+3 eff.) Acc +6 (+6 eff.) ----- def ----- Armour +0 (-6) Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Blind- +0% (-40%) Disease- +0% (-10%) ---------- misc Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]mule's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Armour +0 (-6) Fatigue -4% Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Blind- +0% (-40%) Disease- +0% (-10%) ---------- misc Max.enc +20 Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]warrior's steel ring of lightning (+24%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +12% lightning ----- def ----- Armour +8 (+2) Resists +24% lightning +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-9 (-3 eff.)) Blind- +0% (-40%) Disease- +0% (-10%) ---------- misc Infravis +0 (-6) See.Stealth +0 (-17) See.Invis +0 (-9) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. stralite ring 'Duvakor' (On fingers, 1 of 2)]Aerabrevea the Voidroar 0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +3% mind Acc +9 (+9 eff.) Apr +10 Melee Ret 8 mind On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Armour +0 (-6) Defense +11 (+4 eff.) Resists +0%(-12%) cold +0%(-9%) darkness +0%(-9%) arcane Crit.dmg- 0.00% (-15.00%) Phys.save +0 (+0 eff.) (-9 (-3 eff.)) HP.reg +1.30 Blind- +25% (-15%) Disease- +0% (-10%) Stun/Frz- +22% ---------- misc Hate/kill +2.00 Max.P.En +10.00 Max.N.En +10.00 Infravis +4 (-2) See.Stealth +13 (-4) See.Invis +9 (-) Telepathy Demon/Minor Demon/Major Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 123% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. Tap to cycle through comparison choices |
[vs. fag (30-36 power, 6 apr, physical element) (In main hand, 1 of 2)]Velaravena the Rainstrider (20-24 power, 6 apr, physical element) 5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Arcane Power 20.0 - 24.0(-10.0 - -12.0) Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 (-) Crit +6.5% (+1.5%) Atk.spd 100% (-) On Hit.r1 +16 nature +0(-8) lightning On Crit.r2 +0(-8) lightning While equipped: Stats +0(-7) Con dps ---------- Phys.crit +0.0% (-14.0%) Spell.crit +9% (-4%) Crit.mult +0.00% (-18.00%) Spell.pwr +9 (+3 eff.) (-16 (-5 eff.)) Melee+ 0(-8) mind 0(-20) item light blind Dmg.mod +29%(-1%) physical Res.pen +25% physical Acc +8 (+8 eff.) ----- def ----- Defense +9 (+4 eff.) (-6 (-3 eff.)) Rng.Def +9 (+3 eff.) Resists +0%(-3%) lightning +2% physical +0%(-12%) mind Phys.save +11 (+4 eff.) (-4 (-1 eff.)) Spell.save +10 (+3 eff.) (-2 (-1 eff.)) Mind.save +11 (+4 eff.) (-20 (-7 eff.)) HP.reg +0.00 (-2.00) Heal.mod +0% (-30%) ---------- misc Light +0 (-5) Talents +1.00(-) Command Staff Staves designed for wielders of magic, by the greats of the art. Tap to cycle through comparison choices |
[vs. fag (30-36 power, 6 apr, physical element) (In main hand, 1 of 2)]Shantiz the Stormblade (15-19.5 power, 20 apr) 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5(-15.0 - -16.5) Physical Uses 100% Dex Acc+ +0.5% APR / acc Apr +20 (+14) Crit +10.0% (+5.0%) Atk.spd 100% (-) On Hit.r1 +0(-8) lightning On Crit.r2 +0(-8) lightning On Hit: + Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex +0(-7) Con dps ---------- Phys.crit +0.0% (-14.0%) Spell.crit +0% (-13%) Crit.mult +0.00% (-18.00%) Spell.pwr +0 (+0 eff.) (-25 (-8 eff.)) Melee+ 0(-8) mind 0(-20) item light blind Dmg.mod +0%(-30%) physical ----- def ----- Defense +0 (+0 eff.) (-15 (-7 eff.)) Resists +0%(-12%) mind +0%(-3%) lightning Phys.save +0 (+0 eff.) (-15 (-5 eff.)) Spell.save +0 (+0 eff.) (-12 (-4 eff.)) Mind.save +0 (+0 eff.) (-31 (-11 eff.)) Proj.slow +40% HP.reg +0.00 (-2.00) Heal.mod +0% (-30%) ---------- misc Light +0 (-5) Talents +0(+-1) Command Staff Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. Tap to cycle through comparison choices |
[vs. fag (30-36 power, 6 apr, physical element) (In main hand, 1 of 2)]Hare-Skin Sling 4.0 T3 sling 1H weapon Reqs Dex 35 Shoot [Unique] Nature Acc+ +0.1% dam / acc Apr +0 (-6) Crit +0.0% (-5.0%) Atk.spd 125% (+25%) Range +10 On Hit.r1 +0(-8) lightning On Crit.r2 +0(-8) lightning While equipped: Stats +10 Lck +0(-7) Con dps ---------- Phys.crit +5.0% (-9.0%) Spell.crit +0% (-13%) Crit.mult +0.00% (-18.00%) Spell.pwr +0 (+0 eff.) (-25 (-8 eff.)) Mov.spd +20% Melee+ 0(-8) mind 0(-20) item light blind Dmg.mod +0%(-30%) physical ----- def ----- Defense +10 (+5 eff.) (-5 (-2 eff.)) Resists +0%(-12%) mind +0%(-3%) lightning Phys.save +0 (+0 eff.) (-15 (-5 eff.)) Spell.save +0 (+0 eff.) (-12 (-4 eff.)) Mind.save +0 (+0 eff.) (-31 (-11 eff.)) HP.reg +0.00 (-2.00) Heal.mod +0% (-30%) ---------- misc Light +0 (-5) Talents +0(+-1) Command Staff Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. Tap to cycle through comparison choices |
[vs. stargazer's silk robe of alchemy (3 def, 0 armour) (Main armor, 1 of 2)]verdant cashmere robe of life (2 def, 0 armour) 2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +0(-3) Cun +4 Con dps ---------- Spell.crit +0% (-7%) Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-9%) physical +0%(-12%) light +0%(-9%) fire +0%(-9%) cold +10% nature +0%(-15%) darkness ----- def ----- Defense +2 (+1 eff.) (-1 (+0 eff.)) Resists +0%(-15%) acid +0%(-14%) physical +6% blight +0%(-14%) cold +0%(-13%) fire Max.HP +70.00 HP.reg +2.00 Heal.mod +19% Poison- +24% Disease- +23% ---------- misc Cooldown Refit Golem +0(+3) A cloth vestment. It offers no intrinsic protection but can be enchanted. Tap to cycle through comparison choices |
[vs. stargazer's silk robe of alchemy (3 def, 0 armour) (Main armor, 1 of 2)]enlightening drakeskin leather armour of Eyal (5 def, 8 armour) 9.0 T5 light armor Reqs Str 20 [Ego++] Nature/Psionic While equipped: Stats +4(+1) Cun +5 Wil dps ---------- Spell.crit +0% (-7%) Spell.pwr +0 (+0 eff.) (-9 (-3 eff.)) Dmg.mod +0%(-10%) acid +0%(-9%) physical +0%(-12%) light +0%(-9%) cold +0%(-9%) fire +0%(-15%) darkness ----- def ----- Armour +8 Defense +5 (+2 eff.) (+2 (+1 eff.)) Fatigue +8% Resists +0%(-15%) acid +0%(-14%) physical +0%(-13%) fire +0%(-14%) cold Mind.save +18 (+6 eff.) Max.HP +47.00 HP.reg +2.20 Heal.mod +18% ---------- misc Cooldown Refit Golem +0(+3) A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]Crown of Eternal Night (0 def, 3 armour) 2.0 T3 head armor [Unique] Arcane You need to find something to bind its powers. While equipped: Stats +0(-3) Con ----- def ----- Armour +3 (-9) Hardiness +0% (-5%) Fatigue +3% (-2%) Dmg.red +10 all Phys.save +0 (+0 eff.) (-12 (-4 eff.)) Stun/Frz- +0% (-30%) This crown looks useless, yet you can feel it is woven with fell magics of undeath. Maybe it has a use. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]Maluhell (2 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +1 Dex +0(-3) Con dps ---------- Spell.crit +4% Phys.pwr +4 (+1 eff.) Spell.pwr +5 (+2 eff.) Acc +2 (+2 eff.) ----- def ----- Armour +0 (-12) Hardiness +0% (-5%) Defense +2 (+1 eff.) Fatigue +0% (-5%) Resists +1% physical Phys.save +0 (+0 eff.) (-12 (-4 eff.)) Heal.mod +10% Stun/Frz- +0% (-30%) ---------- misc Stam/turn +0.20 Mana/turn +0.28 Size +2 A pointy cloth hat, very wizardly... |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]Aletta's Diadem (0 def, 0 armour) 2.0 T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats +4 Wil +4 Cun +0(-3) Con dps ---------- Mind.crit +5% Mind.pwr +12 (+5 eff.) Dmg.mod +10% mind Melee Ret 12 mind ----- def ----- Armour +0 (-12) Hardiness +0% (-5%) Fatigue +0% (-5%) Phys.save +0 (+0 eff.) (-12 (-4 eff.)) Stun/Frz- +0% (-30%) Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 90.05 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (28% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
[vs. jade (Socketed Gems of golem (servant of Absinthe), 1 of 2)]Crystal Focus 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight Armour +0 (-4) Resists +0%(-4%) all (The created item can be activated to recover the Focus.) Item imbue powers: Armour +0 (-4) Resists +0%(-4%) all Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. Tap to cycle through comparison choices |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'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. |
Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (3/3)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 12, dealing 460.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 23 power out of 75/75 This rod carved out of a giant spider fang continuously drips venom. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Absinthe the Shalore Alchemist level 29
60th Pyre 123rd year of Ascendancy at 06:09 see stats
A different point of view (Nightmare (Adventure) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Absinthe the Shalore Alchemist level 19
17th Regrowth 123rd year of Ascendancy at 09:44 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Absinthe the Shalore Alchemist level 26
12nd Pyre 123rd year of Ascendancy at 07:52 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Absinthe the Shalore Alchemist level 32
2nd Flare 123rd year of Ascendancy at 14:57 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Absinthe the Shalore Alchemist level 30
1st Summertide 123rd year of Ascendancy at 02:10 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Absinthe the Shalore Alchemist level 8
22nd Dusk 122nd year of Ascendancy at 10:07 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Absinthe the Shalore Alchemist level 29
4th Mirth 123rd year of Ascendancy at 04:26 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Absinthe the Shalore Alchemist level 19
78th Regrowth 123rd year of Ascendancy at 16:06 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Absinthe the Shalore Alchemist level 19
17th Regrowth 123rd year of Ascendancy at 10:36 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Absinthe the Shalore Alchemist level 10
40th Dusk 122nd year of Ascendancy at 21:27 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Absinthe the Shalore Alchemist level 20
79th Regrowth 123rd year of Ascendancy at 22:44 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Absinthe the Shalore Alchemist level 30
4th Mirth 123rd year of Ascendancy at 04:26 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Absinthe the Shalore Alchemist level 13
50th Haze 122nd year of Ascendancy at 03:06 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Absinthe the Shalore Alchemist level 23
7th Pyre 123rd year of Ascendancy at 19:03 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Absinthe the Shalore Alchemist level 30
4th Mirth 123rd year of Ascendancy at 06:54 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Absinthe the Shalore Alchemist level 5
10th Mirth 122nd year of Ascendancy at 09:12 see stats
The Legend of Garkul (Nightmare (Adventure) difficulty)
Learned the five chapters of the Legend of Garkul.By Absinthe the Shalore Alchemist level 19
17th Regrowth 123rd year of Ascendancy at 09:44 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Absinthe the Shalore Alchemist level 11
44th Dusk 122nd year of Ascendancy at 06:33 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Absinthe the Shalore Alchemist level 33
43rd Dusk 123rd year of Ascendancy at 03:45 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Absinthe the Shalore Alchemist level 30
5th Mirth 123rd year of Ascendancy at 17:56 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Absinthe the Shalore Alchemist level 18
9th Regrowth 123rd year of Ascendancy at 02:15 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Absinthe the Shalore Alchemist level 24
10th Pyre 123rd year of Ascendancy at 18:26 see stats
Log
Aluin the Fallen steals life from Absinthe!
Aluin the Fallen hits Absinthe for (27 resist armour), 67 physical, 51 light, 19 blight (137 total damage).
Aluin the Fallen's light area effect hits Absinthe for 59 light damage.
Absinthe the level 33 shalore alchemist was tanned to death by Aluin the Fallen on level 2 of Trollmire.
You have 4 life(s) left.
Absinthe deactivates Living Lightning.
Absinthe deactivates Acid Infusion.
Absinthe deactivates Defensive Posture.
Absinthe deactivates Frost Infusion.
Absinthe is no longer invisible.
Absinthe stops regenerating health quickly.
Absinthe deactivates Aluminum Fuel.
Absinthe is no longer out of phase.
Absinthe deactivates Ice Core.
Absinthe is less thorny now.
Absinthe deactivates Lightning Infusion.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Aluin the Fallen's light area effect killed Absinthe!
Talent Throw Bomb is ready to use.
Talent Supercharge Golem is ready to use.
Ran for 2 turns (stop reason: interesting character).
Saving done.
There is a Passageway into the Trollmire here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.



















































































