
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Embers of Rage 1.7.4Official Expansion!Improved Auto-explore and Rest 1.7.2Quality 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. Auto Use Tweaks 1.5.5Tweaks the auto use options for talents.
It has 106 options currently, to cover most situations. Bind multiple to left click [don't forget alt+shift+o for this] Talents requiring an enemy will not auto-use if under 50%mana or 25%vim or 25%stam. Changelog (cause comment system's busted): 2/5/2018 (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Talents in Tooltips 1.7.0Optionally modifies the tooltip description of objects that grant talents when worn or carried to include descriptions of the conferred talents. Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Better Item Description 1.7.4This 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 Displacement Tracking 1.7.0A tweak to the Minimalist UI to visually indicate how much of your Displacement Shield has been absorbed. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 22 / 34% |
| Size | medium |
| Lifes / Deaths | Killed by Urkis, the High Tempest at level 22 on the 61st Haze 122nd year of Ascendancy at 15:41 / 1 |
Primary Stats
| Strength | 22 (base 12) |
| Dexterity | 31 (base 10) |
| Constitution | 20 (base 10) |
| Magic | 61 (base 51) |
| Willpower | 46 (base 13) |
| Cunning | 65 (base 39) |
Resources
| Life | -439/211 |
| Mana | 388/447 |
| Soul | 9/18 |
| Vim | 164/184 |
| Healing Factor | 1.2270588855781 |
| Regeneration | 7.0555885920741 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 28 |
| Crit Chance | 29% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 40% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +15% |
| Darkness | +26% |
| Nature | +18% |
| Temporal | +6% |
| Blight | +9% |
| Fire | +12% |
| Mind | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Acid | +20% |
| Cold | +10% |
| Mind | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 8 (30%) |
| Defense | 48 |
| Ranged Defense | 48 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 29 |
| Mental Save | 33 |
Defense: Resistances
| Nature | + 22%( 70%) |
| Acid | + 19%( 70%) |
| Darkness | + 38%( 70%) |
| Cold | + 38%( 70%) |
| Blight | + 25%( 70%) |
| Mind | + 39%( 70%) |
| Fire | + 18%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Confusion Resistance | 22% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 178 damage for 3 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 142 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 352 damage for 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master necromancer | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
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 |
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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed green worm. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of rough leather boots 'Duvamnir' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Dex +1 Wil +7 Lck dps ---------- Res.pen +20% acid Melee Ret 8 acid ----- def ----- Armour +1 Stealth +6 ---------- misc Light +1 A pair of boots made of leather. |
| Light source | brass lantern 'Silyyathra'2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% blight Melee Ret 11 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Defense +10 (+4 eff.) Resists +5% fire ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Arudhevena (10 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +6 Wil dps ---------- Crit.mult +5.00% Phys.pwr +15 (+7 eff.) Apr +2 ----- def ----- Armour +3 Defense +10 (+4 eff.) Fatigue +3% Resists +10% blight +12% mind Mind.save +6 (+3 eff.) A cap made of leather. |
| Tool | Corpsezephyr, [power 170] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +18% nature Res.pen +5% nature Blast the opponent's mind dealing 185 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 16.24 cold and 14.12 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | Duskravager0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +11% darkness Res.pen +15% darkness ----- def ----- Fatigue -5% Resists +25% darkness +6% mind ---------- misc Max.enc +22 Rings make your fingers look great! |
| Around waist | hardened leather belt 'Jetknave'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.crit +2% Mind.pwr +10 (+4 eff.) Dmg.mod +9% mind ----- def ----- Resists +3% darkness +3% cold HP.reg +1.50 Heal.mod +14% ---------- misc Max.psi +10.00 A belt that goes around your waist. |
| In main hand | Duathelspike (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) S.pwr/crit +2 Dmg.mod +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Defense +17 (+6 eff.) Resists +3% blight Die.at -40.00 life HP.reg +2.00 ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 67.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | Floeradiance the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +4 Wil +6 Cun dps ---------- Phys.pwr +12 (+6 eff.) Res.pen +10% mind +10% cold Melee Ret 4 mind ----- def ----- Armour +2 ---------- misc Max.psi +50.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | marauder's rough leather armour of the hero (5 def, 2 armour)9.0 T1 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +8 Str +8 Dex +3 Mag +3 Wil +4 Cun ----- def ----- Armour +2 Defense +5 (+2 eff.) Fatigue +6% Phys.save +6 (+3 eff.) Max.HP +31.00 A suit of armour made of leather. |
| Cloak | Beilekath the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +1 Cun dps ---------- Dmg.mod +6% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +1 (+1 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eremugas the Scaldglamour0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Dex +5 Cun +4 Con +7 Lck dps ---------- Mov.spd +10% Dmg.mod +12% fire Acc +6 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 55% ----- def ----- Defense +7 (+3 eff.) Fatigue -5% Resists +12% mind +6% acid Unseen.red 11% HP.reg +2.00 Confus- +22% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Inventory
heroism infusion (die at -200; dur 6; cd 32)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -200 life. The duration and life will increase by 1% for every 1% life you have lost (currently 815 life, 24 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the wizard (die at -425; dur 6; cd 31)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 31 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -425 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1733 life, 24 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 25%; physical; dur 2; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 25% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 4; phase 24; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 24%, your defense is increased by 24 and all your resistances by 24%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 41; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 41 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
copper amulet of mastery (0.10 Spell / Animus)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Spell/Animus Amulets make your neck look great! |
insulating copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% fire +12% cold Amulets make your neck look great! |
copper ring of time (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Rings make your fingers look great! |
gold ring 'Umbraobsidian'0.1 T3 ring jewelry [Rare] Nature While equipped: Stats +3 Wil +4 Con dps ---------- Dmg.mod +12% cold ----- def ----- Resists +24% cold +12% light +12% darkness ---------- misc See.Invis +6 Rings make your fingers look great! |
mule's copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Fatigue -4% Resists +20% nature ---------- misc Max.enc +20 Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
wizard's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Glorilelaith (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Nature/Psionic Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 mind +10 light Against +12% Undead On Hit: * 17% chance to reduce all saves and defense by 28 While equipped: Stats +9 Str +7 Dex +6 Mag +9 Wil +9 Cun +9 Con dps ---------- Acc +10 (+5 eff.) ----- def ----- Spell.save +3 (+2 eff.) Poison- +10% Massive two-handed battleaxes. |
dwarven-steel battleaxe of massacre (42-63 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
steel dagger 'Starviper' (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Nature Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +9 nature On Hit.r1 +8 light While equipped: dps ---------- Dmg.mod +6% darkness ----- def ----- Resists +12% light Mind.save +12 (+6 eff.) ---------- misc Hate/m.crit +5.00 Sharp, short and deadly. |
truestriking iron dagger of massacre (15-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Master Power 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Res.pen +6% physical Acc +7 (+4 eff.) Apr +5 Sharp, short and deadly. |
truestriking stralite dagger of dampening (30-38 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Disrupt/Master Power 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +9 (+5 eff.) Apr +8 ----- def ----- Resists +11% acid +12% lightning +7% cold +10% fire +5% all Spell.save +8 (+4 eff.) Sharp, short and deadly. |
Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon Reqs Str 32 [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-16 eff.) 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. |
steel mace 'Armasalach' (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 137 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +4 Dex +3 Mag +6 Cun dps ---------- Phys.crit +7.0% Phys.pwr +7 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +5% arcane +9% fire Teleport- +20% Blunt and deadly. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 Effective talent level: 2.0 Use mode: Activated Equilibrium cost: 10 Range: melee/personal Cooldown: 4 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: A furious ice storm rages around the user doing 38.79 cold damage in a radius of 3 each turn for 4 turns. It has 25% chance to freeze damaged targets. The damage and duration will increase with your Willpower. This mindstar glows with a dim cool light, but seems somehow incomplete. |
creative thorny mindstar of clarity (8-9 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +3% Crit.mult +13.00% Mind.pwr +6 (+2 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +18.00 Talents +1 Attune Mindstar 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. |
gifted thorny mindstar of clarity (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +4 (+2 eff.) ---------- misc Max.psi +10.00 Talents +1 Attune Mindstar 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. |
hardened leather sling 'Forestraider'4.0 T3 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +2 Dex +4 Mag +2 Wil +5 Con dps ---------- Dmg.mod +7% temporal +3% nature +10% physical Res.pen +8% temporal +7% physical ----- def ----- Resists +9% nature ---------- misc Reload +3 Masteries +0.20 Wild-gift/Fungus +0.10 Chronomancy/Bow Threading Instant Weapon Swap Regenerate 132 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
ash starstaff 'Layossra' (15-18 power, 3 apr, light element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) Dmg.mod +15% light +3% arcane Res.pen +10% temporal ----- def ----- Armour +7 Hardiness +3% Defense +4 (+2 eff.) Resists +6% temporal Phys.save +2 (+1 eff.) Anom.red +5 ---------- misc Wards +2 light Talents +2 Ward +1 Command Staff Effective talent level: 2.0 Use mode: Activated Range: melee/personal Cooldown: 22 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Description: Bring a damage-type-specific ward into being. The ward will fully negate as many attacks of its element as it has charges. You can activate the following wards: None Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff 'Nightwrecker' (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Rare] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Phys.pwr +10 (+5 eff.) Spell.pwr +11 (+4 eff.) Dmg.mod +48% acid +6% physical ----- def ----- Die.at -40.00 life HP.reg +0.80 Heal.mod +14% ---------- misc Max.P.En +10.00 Max.N.En +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash vilestaff of might (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Armour +3 Hardiness +4% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of might (18-22 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +18% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel waraxe of erosion (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +25% One-handed war axes. |
Smearsweeper the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +25% physical ----- def ----- Resists +6% nature +2% physical Max.HP +48.00 ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Xanymiwen1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% mind Res.pen +10% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% acid +3% blight HP.reg +0.70 Heal.mod +12% A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
thick linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hettudurion the Starguile (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +10% physical Res.pen +15% blight ----- def ----- Resists +10% physical +9% light +9% all ---------- misc Mana/turn +0.08 Max.mana +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+4 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven woollen robe of the mountain (+13%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) Dmg.mod +13% physical ----- def ----- Resists +9% all +13% physical Spell.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Hailminister' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Res.pen +15% nature +10% cold Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 28 ----- def ----- Armour +1 Resists +3% mind Stealth +6 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 60.13 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. |
radiant rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 light Dmg.mod +4% light ----- def ----- Armour +1 Resists +6% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 20 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm hardened leather gloves of the starseeker (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Melee+ 7 lightning Dmg.mod +4% lightning ----- def ----- Armour +2 Resists +6% lightning +6% light +6% darkness ---------- misc Infravis +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 68.69 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Dourpower (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +5 Str +5 Wil dps ---------- Phys.pwr +8 (+4 eff.) Melee Ret 2 darkness On Hit (Melee): * 10% chance to slow global speed by 55% * 20% chance to reduce damage dealt by 23% ----- def ----- Armour +3 Fatigue +3% Resists +3% acid +8% physical +6% blight +3% fire Phys.save +7 (+4 eff.) Spell.save +12 (+6 eff.) A cap made of leather. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 40 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
impenetrable dwarven-steel mail armour (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
impenetrable steel mail armour of the deep (2 def, 17 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +17 Defense +2 (+1 eff.) Fatigue +12% Resists +7% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
marauder's hardened leather armour of resilience (13 def, 6 armour)9.0 T3 light armor [Ego+] Nature/Master While equipped: Stats +5 Str +4 Dex ----- def ----- Armour +6 Defense +13 (+5 eff.) Fatigue +8% Phys.save +8 (+4 eff.) Max.HP +23.00 A suit of armour made of leather. |
radiant hardened leather armour of Toknor (9 def, 6 armour)9.0 T3 light armor [Ego++] Nature/Master While equipped: Stats +2 Wil dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +6 (+3 eff.) ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +10% blight +19% darkness ---------- misc Light +2 A suit of armour made of leather. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
207 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Aerinor (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +15% acid Apr +6 ----- def ----- Resists +5% arcane +6% fire Die.at -80.00 life Def/telep +5 Res/telep +5% Dur/telep +5% While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 106.14 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 106.14 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 140.34 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
extending yew totem of healing [power 230] (15 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 230 Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
focusing elven-wood wand of conjuration [power 330] (15 cooldown)2.0 T4 wand charm [Ego+] Arcane Fire a magical bolt dealing 380 cold damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Charles Skelington the Shalore Necromancer level 21
60th Haze 122nd year of Ascendancy at 04:34 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Charles Skelington the Shalore Necromancer level 10
24th Haze 122nd year of Ascendancy at 05:24 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Charles Skelington the Shalore Necromancer level 20
56th Haze 122nd year of Ascendancy at 18:43 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Charles Skelington the Shalore Necromancer level 1
74th Pyre 122nd year of Ascendancy at 13:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Charles Skelington the Shalore Necromancer level 9
2nd Haze 122nd year of Ascendancy at 19:34 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Charles Skelington the Shalore Necromancer level 9
5th Haze 122nd year of Ascendancy at 12:53 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Charles Skelington the Shalore Necromancer level 16
41st Haze 122nd year of Ascendancy at 13:40 see stats
Log
Something hits Ghoulking for 149 blight damage.
Something hits Ghast for 180 blight damage.
Armoured skeleton warrior is not dazed anymore.
Ghoul is not dazed anymore.
Your shield crumbles under the damage!
The shield around Charles Skelington crumbles.
Charles Skelington vanishes from sight.
Charles Skelington deactivates Secrets of the Eternals.
Lord of Skulls (mage) casts Manathrust.
Something killed Ghast!
Hurricane from Urkis, the High Tempest hits Ghoul for 172 lightning damage.
Hurricane from Urkis, the High Tempest hits Charles Skelington for (11 absorbed), 149 lightning (149 total damage).
Hurricane from Urkis, the High Tempest hits Ghast for 186 lightning damage.
Hurricane from Urkis, the High Tempest hits Ghast for 186 lightning damage.
Hurricane from Urkis, the High Tempest hits Ghast for 186 lightning damage.
Hurricane from Urkis, the High Tempest hits Ghoulking for 169 lightning damage.
Hurricane from Urkis, the High Tempest hits Armoured skeleton warrior for 158 lightning damage.
Lord of Skulls (mage) hits Armoured skeleton warrior for 0 arcane damage.
Lord of Skulls (mage) hits Charles Skelington for 0 arcane damage.
Weakness Disease from Adamina the storm drake hatchling hits Ghoulking for 29 blight damage.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Hurricane from Urkis, the High Tempest killed Ghoul!
Hurricane from Urkis, the High Tempest killed Ghast!
Hurricane from Urkis, the High Tempest killed Ghast!
Hurricane from Urkis, the High Tempest killed Ghast!
Urkis, the High Tempest's Shock hits Ghoulking for 279 lightning damage.
Hurricane from Urkis, the High Tempest hits Armoured skeleton warrior for 138 lightning damage.
Hurricane from Urkis, the High Tempest hits Charles Skelington for 141 lightning damage.
Charles Skelington the level 22 shalore necromancer was amped to death by Urkis, the High Tempest and used in mad electrical reanimation experiments on level 2 of Tempest Peak.
























































































































