Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Playable Naloren Race 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Adventuring Party 1.7.4Tired of being alone on your adventures? Tired of being an archmage with no one to give that unique battleaxe to? Tired of having no one to use your healing spells on? Tire no more, for now you can create fully controllable additional party members to join you on your adventures, each as capable as your leader. Included is a sustainable talent to control each party member as their turn comes up to allow fully tactical combat when things get rough. -Grants the ability to add any number of additional members to your party each with their own race and class, allowing you to take on higher difficulties. -!Due to how alchemists are designed, you will not be able to take direct control of their golems if the alchemist is not your main character, but should still function correctly elsewise. For a list of changes, please see the change notes on steam or by reading the int.lua file included in each downloadable version. Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.0Donators/Buyers bonus! Stone Redone! 1.7.0Makes a number of changes/improvements to the Earth and Stone spell trees to bring their combined utility/power level more in line with their elemental counterpoints, integrating them better with each other and (hopefully!) providing a more sensible, unified package for the three classes that share them. Changes from basegame: Body of Stone has been significantly buffed to bring it up to par with its counterparts in the other advanced elemental trees as a spell that expands the earth spell family's functionality into a new playstyle -- that of a stationary "artillery" that trades mobility for field control and durability: Crystalline Focus's save bonus has been replaced with an additional chance for all damaging Earth, Stone, and Eldritch Stone spells to stun targets; combined with Earthen Missiles' and Earthquake's multihit (the latter of which has the bonus added to its native stun chance) and Body of Stone's cooldown reduction, earth mages can now repeatedly stun vulnerable enemies, impairing their damage and talent cooldowns. This also aids their utility for Stone Warden and Arcane Blade, for whom the damage from Earth spells falls off quickly compared to weapon damage. Mudslide can now be aimed at yourself for a radial attack that pulls enemies in, making the talent more desirable for Stone Warden and Arcane Blade (particularly in conjunction with Body of Stone which would otherwise prevent them from engaging foes in melee). Stone Skin's cooldown reduction is now compatible with Stone Spikes, similarly to Crystalline Focus and Body of Stone. This addon hard-overloads the entire data files for the Earth, Stone, and Eldritch Stone talents, and so will almost certainly be incompatible with addons that make changes to the aforementioned. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Overpowered Levelup Bonuses 1.3.1Gives extra talent, generic, category, prodigy, and saves every level. Also gives increased bonuses for wil, dex, con. Spell Merchants 1.6.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Female |
Race | Shalore |
Class | Necromancer |
Level / Exp | 20 / 24% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 52 (base 48) |
Dexterity | 53 (base 48) |
Constitution | 57 (base 48) |
Magic | 75 (base 48) |
Willpower | 81 (base 48) |
Cunning | 64 (base 48) |
Resources
Mana | 659/659 |
Life | 3352/3352 |
Paradox | 300 |
Stamina | 620/620 |
Soul | 17/17 |
Healing Factor | 1.315111817684 |
Regeneration | 50.303027026411 |
Speed
Mental | +200% |
Attack | +200% |
Movement | +140.19059539439% |
Spell | +200% |
Global | +195% |
Vision
Sight | 15 |
Lite | 7 |
Infravision | 12 |
See Stealth | 108.22881705997 |
See Invisible | 108.22881705997 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 108 |
Accuracy | 75 |
Crit Chance | 35% |
APR | 93 |
Speed | 0.33 |
Offense: Spell
Spellpower | 86 |
Crit Chance | 49% |
Speed | 0.33333333333333 |
Cooldown Reduction | 67.05 |
Offense: Mind
Mindpower | 64 |
Crit Chance | 31% |
Speed | 0.33333333333333 |
Offense: Damage Bonus
Acid | +38% |
Blight | +38% |
Arcane | +41% |
Cold | +48% |
Physical | +38% |
Darkness | +82% |
Light | +38% |
Temporal | +38% |
Lightning | +38% |
Mind | +38% |
Fire | +38% |
Nature | +48% |
Offense: Damage Penetration
Acid | +38% |
Blight | +38% |
Arcane | +38% |
Cold | +38% |
Physical | +38% |
Darkness | +38% |
Light | +38% |
Temporal | +38% |
Lightning | +38% |
Mind | +38% |
Fire | +38% |
Nature | +42% |
Defense: Base
Armour (hardiness) | 158.52215640564 (100%) |
Defense | 84 |
Ranged Defense | 91 |
Fatigue | 0 |
Physical Save | 104 |
Spell Save | 107 |
Mental Save | 107 |
Defense: Resistances
Acid | + 83%(100%) |
Blight | + 83%(100%) |
Arcane | + 84%(100%) |
Cold | + 88%(100%) |
All | + 72%(100%) |
Physical | + 83%(100%) |
Lightning | + 83%(100%) |
Light | + 84%(100%) |
Temporal | + 83%(100%) |
Mind | + 83%(100%) |
Darkness | + 98%(100%) |
Fire | + 83%(100%) |
Nature | + 88%(100%) |
Defense: Immunities
Stun Resistance | 58% |
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 24% |
Blind Resistance | 58% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 6 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 330 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 6 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 88 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 Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 5 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (1987 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 5 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 233 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 6 Travel Speed: instantaneous Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. |
Class Talents
Spell / Animus | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Nightfall | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Temporal Hounds | 1.40 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Age of dusk | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Grave | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Two-handed assault | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timetravel | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Rime wraith | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Meta | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of flesh | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Dreadmaster | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Eradication | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Spell / Air | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master of bones | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Earth | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Timeline Threading | 1.40 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Chronomancy / Spellbinding | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Glacial waste | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Death | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Master necromancer | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Chronomancy / Age Manipulation | 1.40 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.40 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Spectre | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Necrosis | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Spell / Staff combat | 1.40 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Adventure / Partner | 1.00 |
| 0/19 |
| 0/37 |
| 0/3 |
| 0/2 |
| 0/2 |
| 1/2 |
Race / Higher | 1.40 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Adventure Friendly Fire Disabler |
talent | Utterly Destroyed |
talent | Thunderstorm |
talent | Feather Wind |
talent | Spellcraft |
talent | Discarded Refuse |
talent | Hiemal Shield |
talent | Spikes of Decrepitude |
talent | Grim Shadow |
talent | Secrets of the Eternals |
talent | Matrix |
talent | Aura of Undeath |
talent | Temporal Hounds |
talent | Quicken |
talent | Erupting Shadows |
talent | Reaping |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | 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 lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved Cunning by +5. | 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). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | 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: 67. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsUngrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed bloated horror heart. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | stealthy pair of hardened leather boots of deftness (9 def, 3 armour) stealthy pair of hardened leather boots of deftness (9 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego] Master While equipped: Stats +8 Lck +4 Dex offense ------ Move Speed +12% defense ------ Armor +3 Defense +9 (+2 eff.) Stealth +7 Disengage: Puts all charms on 17 cooldown Effective talent level: 3.0 Power cost 17 out of 30/30. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 168% 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. A pair of boots made of leather. |
Light source | Light of Revelation Light of Revelation2.0 Encumbrance T2 lite [Unique] Unknown While equipped: offense ------ Against +25% Horror defense ------ Resist Against +25% Horror other ------- Light +7 See Stealth +35 See Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | linen wizard hat 'Dimwish' (1 def, 0 armour) linen wizard hat 'Dimwish' (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spellpower +20 (+4 eff.) Damage +6% darkness defense ------ Defense +1 (+0 eff.) Spell save +6 (+1 eff.) other ------- Max mana +20.00 A pointy cloth hat, very wizardly... |
Tool | Hathonarihek [power 110] (9 cooldown) Hathonarihek [power 110] (9 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 37 defense ------ Resistance +3% light +3% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 30 lightning damage and will be dazed for 1 turn (151 total damage) Puts all charms on 9 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | gladiator's gold ring gladiator's gold ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: Stats +6 Str +6 Con offense ------ Physical Power +7 (+2 eff.) Rings make your fingers look great! |
On fingers | rogue's stralite ring of the serpent rogue's stralite ring of the serpent0.1 Encumbrance T4 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun offense ------ Ignore resists +4% nature defense ------ Defense +4 (+1 eff.) Poison Resist +24% Rings make your fingers look great! |
Around waist | Slippery Belt Slippery Belt1.0 Encumbrance T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil offense ------ Damage +10% nature defense ------ Resistance +20% nature other ------- EQ/turn -0.50 On Mind Hit: 15% Slime Spit 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
In main hand | elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element) elven-wood starstaff of wizardry (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +3% Spellpower +17 (+3 eff.) Damage +25% darkness other ------- Max mana +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | spellstreaming rough leather gloves of spellstriking (0 def, 1 armour) spellstreaming rough leather gloves of spellstriking (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil offense ------ Spell Crit +3% Spellpower +10 (+2 eff.) On-Hit 6 arcane Damage +3% arcane defense ------ Armor +1 Resistance +4% arcane other ------- Mana/turn +0.11 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 | focusing cashmere robe of darkness (+19%) (0 def, 0 armour) focusing cashmere robe of darkness (+19%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil offense ------ Damage +13% darkness defense ------ Resistance +19% darkness +11% all other ------- Mana/turn +0.12 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | glorious linen cloak of implacability (1 def, 0 armour) glorious linen cloak of implacability (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Nature/Psionic While equipped: Stats +3 Con +3 Wil defense ------ Defense +1 (+0 eff.) Crit Resistance 11.00% Physical save +5 (+1 eff.) Mind save +6 (+1 eff.) Unlife -50.00 life other ------- Talents +2 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 25.0% chance for an additional save against it and 45.5 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Pendant of the Deep Pendant of the Deep0.1 Encumbrance T1 amulet jewelry [Unique] Arcane While equipped: Stats +8 Wil +8 Mag offense ------ Damage +10% cold defense ------ Resistance +20% cold other ------- Mana/turn +0.50 On Spell Hit: 15% Ice Shards 1 The coral pendant on this amulet seems to be imbued with the intense cold of the abyssal depths. |
Inventory
Blood of Undeath Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 7 Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the warrior (absorb 72; cd 16) shatter afflictions rune of the warrior (absorb 72; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 6 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 72 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 79; cd 16) teleportation rune of the warrior (range 79; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 6 Usage Speed: Spell (33% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 79 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 spell talent. |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+3 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
bloodstone copper amulet of dexterity (+3) bloodstone copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Dex defense ------ Resistance +6% nature +6% physical Life +10.00 Life Regen +3.00 Amulets make your neck look great! |
copper amulet of cunning (+2) copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring rogue's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun defense ------ Defense +4 (+1 eff.) Rings make your fingers look great! |
acidic stralite dagger of phasing (29-38 power, 14 apr) acidic stralite dagger of phasing (29-38 power, 14 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego] Arcane Weapon Damage 29.0 - 37.7 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +14 Critical Rate +8.0% Attack Speed 100% Phasing +10% On Crit: * Splash the target with acid dealing 223 damage over 5 turns and reducing armor and accuracy by 28 Sharp, short and deadly. |
elemental dwarven-steel dagger of vileness (18-24 power, 7 apr) elemental dwarven-steel dagger of vileness (18-24 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane Weapon Damage 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +6 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 36 * Create an explosion dealing 134 cold damage (1/turn) While equipped: offense ------ Damage +14% cold Ignore resists +10% cold Sharp, short and deadly. |
runescribed iron dagger of massacre (15-20 power, 5 apr) runescribed iron dagger of massacre (15-20 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 19.5 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +6 arcane On-Hit, radius 1 +5 physical While equipped: offense ------ Ignore resists +5% arcane Sharp, short and deadly. |
serrated dwarven-steel dagger of phasing (18-23 power, 15 apr) serrated dwarven-steel dagger of phasing (18-23 power, 15 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 18.0 - 23.4 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +6.0% Attack Speed 100% Phasing +13% On Hit: * 25% chance to afflict the target with Bleed, causing 249 Physical damage over 5 turns. While equipped: offense ------ Mindpower +2 (+1 eff.) Damage +5% physical Sharp, short and deadly. |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 12 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
Radianceriver Radianceriver4.0 Encumbrance T2 longbow 2H weapon [Random Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +22 blight +8 light +9 lightning While equipped: offense ------ Mind Crit +3% other ------- Psi when Hit +0.04 Longbows are used to shoot arrows at your foes. |
Surefire Surefire4.0 Encumbrance T1 longbow 2H weapon [Unique] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+3 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
chilling stralite longsword of massacre (37-52 power, 5 apr) chilling stralite longsword of massacre (37-52 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego] Arcane/Master Weapon Damage 37.0 - 51.8 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% On-hit +10 cold Sharp, long, and deadly. |
dwarven-steel longsword of exorcism (23-32 power, 4 apr) dwarven-steel longsword of exorcism (23-32 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego+] Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Damage Against +10% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 127 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 32 for the duration. While equipped: offense ------ Critical power +14.00% Sharp, long, and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Unique] Nature Weapon Damage 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +15 Critical Rate +7.0% Attack Speed 100% Damage Conversion 30% poison While equipped: offense ------ Mind Crit +2% Mindpower +4 (+1 eff.) Damage +10% nature defense ------ Resistance +10% nature Poison Resist +50% Spit Poison: Effective talent level: 2.0 Power cost 5 out of 8/8. Range 10 Cooldown: 6 Travel.spd instantaneous Is: a nature gift Description: Spit poison at your target, doing 204.17 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Haildeath (15-18 power, 3 apr, lightning element) Haildeath (15-18 power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Rare] Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Critical power +10.00% Spellpower +6 (+1 eff.) Damage +15% lightning Accuracy +10 (+3 eff.) When Hit 2 cold defense ------ Defense +6 (+1 eff.) other ------- Light +3 Infravision +1 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Effective talent level: 1.0 Power cost 4 out of 6/6. Range melee/personal Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 155.64 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. |
ash magestaff of fate (15-18 power, 3 apr, arcane element) ash magestaff of fate (15-18 power, 3 apr, arcane element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +6 (+1 eff.) Damage +15% arcane defense ------ Physical save +8 (+2 eff.) Spell save +5 (+1 eff.) Mind save +5 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel elven-wood magestaff of fate (25-30 power, 5 apr, lightning element) cruel elven-wood magestaff of fate (25-30 power, 5 apr, lightning element)5.0 Encumbrance T4 staff 2H weapon [Ego] Arcane/Master Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +20% Critical power +12.00% Spellpower +12 (+2 eff.) Damage +25% lightning defense ------ Physical save +13 (+3 eff.) Spell save +6 (+1 eff.) Mind save +8 (+1 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater ash vilestaff (15-18 power, 3 apr, darkness element) greater ash vilestaff (15-18 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +9 (+2 eff.) Damage +15% blight +15% fire +15% darkness +15% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash magestaff of power (15-18 power, 3 apr, cold element) surging ash magestaff of power (15-18 power, 3 apr, cold element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +10 (+2 eff.) Spellpower/crit +2 Damage +15% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
charged steel steamgun of life draining charged steel steamgun of life draining4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +9 lightning +5 draining blight Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
frigid steel steamgun of life draining frigid steel steamgun of life draining4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +7 draining blight +9 cold Uses 2.0 Steam Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
mighty steel steamgun of cold mighty steel steamgun of cold4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% On-ranged-hit +8 cold Uses 2.0 Steam While equipped: Stats +2 Str offense ------ Physical Power +5 (+1 eff.) Damage +14% cold Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
steel steamgun of enduring steel steamgun of enduring4.0 Encumbrance T2 steamgun 1H weapon Reqs Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Attack Speed 100% Range +7 Projectile Speed +600% Uses 2.0 Steam While equipped: Stats +5 Con +7 Wil defense ------ Life +28.00 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
sundering dwarven-steel steamgun of piercing sundering dwarven-steel steamgun of piercing4.0 Encumbrance T3 steamgun 1H weapon Reqs Steam Pool [Ego++] Master/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +16 Attack Speed 100% Range +8 Projectile Speed +600% On Crit: * Sunder's the enemy's weapon for 5 turns. Uses 2.0 Steam While equipped: offense ------ Ignore resists +8% all Accuracy +8 (+2 eff.) Ignore Armor +7 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
coral trident of exorcism (13-21 power, 6 apr) coral trident of exorcism (13-21 power, 6 apr)3.0 Encumbrance T1 trident 2H weapon [Ego+] Weapon Damage 13.0 - 20.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +6 Critical Rate +1.5% Attack Speed 100% Damage Against +9% Undead On Crit: * On a Crit, strike your target with a blast of Light dealing 127 damage (based on StreSngth and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 32 for the duration. While equipped: offense ------ Critical power +17.00% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
electrified deep-steel trident (27-43 power, 10 apr) electrified deep-steel trident (27-43 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego] Psionic Weapon Damage 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance to afflict the target with Haywire, causing 177 Lightning damage over 5 turns and giving them a 26% chance to fail using talents. While equipped: offense ------ Spellpower +3 (+0 eff.) Damage +10% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
flaming deep-steel trident (26-42 power, 10 apr) flaming deep-steel trident (26-42 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego] Arcane Weapon Damage 26.5 - 42.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% On-Hit, radius 1 +16 fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental stralite waraxe (34-47 power, 5 apr) elemental stralite waraxe (34-47 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego+] Arcane Weapon Damage 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 134 lightning damage (1/turn) While equipped: offense ------ Damage +13% lightning Ignore resists +5% lightning One-handed war axes. |
Glyvea the rough leather belt Glyvea the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats +1 Cun +1 Mag offense ------ Mindpower +20 (+5 eff.) Damage +12% mind defense ------ Resistance +6% light +6% darkness other ------- Equi when Hit +0.04 A belt that goes around your waist. |
blurring rough leather belt of the magus blurring rough leather belt of the magus1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Spellpower +3 (+0 eff.) defense ------ Defense +8 (+1 eff.) Physical save +5 (+1 eff.) Stealth +6 A belt that goes around your waist. |
insulating rough leather belt of the cog insulating rough leather belt of the cog1.0 Encumbrance T1 belt armor [Ego] Arcane/Master While equipped: offense ------ Steampower +3 (+1 eff.) defense ------ Resistance +5% fire +5% cold Spell save +5 (+1 eff.) A belt that goes around your waist. |
Ravenvenom the linen cloak (1 def, 0 armour) Ravenvenom the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: offense ------ When Hit 6 darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 30% defense ------ Defense +1 (+0 eff.) Resistance +3% blight +9% lightning Life +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rimeravager the linen cloak (1 def, 0 armour) Rimeravager the linen cloak (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +9% mind +3% cold defense ------ Defense +1 (+0 eff.) Resistance +6% mind +3% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the Shaloren (12 def, 0 armour) enveloping cashmere cloak of the Shaloren (12 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil defense ------ Defense +12 (+2 eff.) Physical save +7 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+0 eff.) Spell save +5 (+1 eff.) Mind save +5 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Arurak the Winterbrand (0 def, 0 armour) Arurak the Winterbrand (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +3 Mag offense ------ Damage +11% lightning When Hit 4 cold defense ------ Resistance +16% lightning +7% all other ------- Infravision +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe of light (+15%) (0 def, 0 armour) shimmering woollen robe of light (+15%) (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% light +10% arcane defense ------ Resistance +15% light +9% all other ------- Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Gloomwrest' (0 def, 0 armour) woollen robe 'Gloomwrest' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +5 Wil offense ------ When Hit 2 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 30% defense ------ Resistance +9% temporal +6% nature +9% all other ------- Mana/turn +0.14 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Oakburst' (3 def, 3 armour) woollen robe 'Oakburst' (3 def, 3 armour)2.0 Encumbrance T2 cloth armor [Rare] Master While equipped: offense ------ Ignore resists +10% nature Ignore Armor +7 When Hit 4 acid 2 physical defense ------ Armor +3 Defense +3 (+0 eff.) Resistance +9% all Physical save +18 (+3 eff.) other ------- Stamina/turn +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
scholar's pair of rough leather boots (0 def, 1 armour) scholar's pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +3 (+0 eff.) defense ------ Armor +1 A pair of boots made of leather. |
Hurudas (0 def, 1 armour) Hurudas (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: offense ------ Physical Crit +5.0% Spell Crit +6% Mind Crit +5% Critical power +6.00% Damage +6% acid +12% mind +15% arcane defense ------ Armor +1 Fatigue +1% Resistance +3% acid Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
steady rough leather gloves of strength (+2) (0 def, 1 armour) steady rough leather gloves of strength (+2) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str offense ------ Physical Power +6 (+1 eff.) Accuracy +5 (+1 eff.) defense ------ Armor +1 Physical save +5 (+1 eff.) Mind save +5 (+1 eff.) Disarm Resist +21% 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. |
temporal voratun gauntlets of dexterity (+4) (0 def, 3 armour) temporal voratun gauntlets of dexterity (+4) (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 8 temporal On-Ranged-Hit 8 temporal Damage +5% temporal Accuracy +13 (+3 eff.) defense ------ Armor +3 Fatigue +5% Resistance +7% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral rough leather gloves of strength (+3) (0 def, 1 armour) umbral rough leather gloves of strength (+3) (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+1 eff.) On-Hit 5 darkness Damage +4% darkness defense ------ Armor +1 Resistance +6% darkness 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. |
Naloren Cap (0 def, 0 armour) Naloren Cap (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Master While equipped: other ------- Breathe water This cap looks quite plain, but is imbued with a water-breathing enchantment. |
aegis elven-silk wizard hat (3 def, 0 armour) aegis elven-silk wizard hat (3 def, 0 armour)2.0 Encumbrance T5 head armor [Ego+] Arcane While equipped: defense ------ Defense +3 (+0 eff.) Shield Power +7% Life Regen +2.40 A pointy cloth hat, very wizardly... |
spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour) spellwoven linen wizard hat of darkness (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +3 (+0 eff.) Damage +11% darkness defense ------ Defense +1 (+0 eff.) Resistance +16% darkness other ------- Mana/turn +0.11 A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of knowledge (0 def, 3 armour) thaloren hardened leather cap of knowledge (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +3 Cun +5 Wil offense ------ Mindpower +3 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% blight Mind save +7 (+1 eff.) A cap made of leather. |
rough leather armour of lightning resistance (3 def, 2 armour) rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego] Master While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% Resistance +15% lightning A suit of armour made of leather. |
necrotic dwarven-steel shield of winter (0 def, 6 armour, 78 block) necrotic dwarven-steel shield of winter (0 def, 6 armour, 78 block)7.0 Encumbrance T3 shield armor [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Wil offense ------ On shield block: * Deals 212 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) * Deals 201 blight and darkness damage to each enemy blocked defense ------ Armor +6 Fatigue +8% Resistance +7% blight +13% cold +8% darkness other ------- Talents +1 Block Handheld deflection devices. |
Scabfoe (19/19, 29-41 power, 7 apr) Scabfoe (19/19, 29-41 power, 7 apr)3.0 Encumbrance T2 arrow ammo [Rare] Master Weapon Damage 29.0 - 40.6 Physical Uses 70% Dex, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +10.5% Capacity 19 On-ranged-hit +20 nature On-Hit, radius 1 +20 nature On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
deadly quiver of elm arrows of erosion (17/17, 22-31 power, 5 apr) deadly quiver of elm arrows of erosion (17/17, 22-31 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Nature/Master Weapon Damage 22.5 - 31.5 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 On-ranged-hit +8 nature Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of daylight (20/20, 35-49 power, 10 apr) quiver of yew arrows of daylight (20/20, 35-49 power, 10 apr)3.0 Encumbrance T3 arrow ammo [Ego] Arcane Weapon Damage 35.0 - 49.0 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +2.0% Capacity 20 On-ranged-hit +14 light Damage Against +20% Undead Arrows are used with bows to pierce your foes to death. |
self-loading quiver of elm arrows of vileness (17/17, 12-17 power, 5 apr) self-loading quiver of elm arrows of vileness (17/17, 12-17 power, 5 apr)3.0 Encumbrance T1 arrow ammo [Ego] Arcane Weapon Damage 12.0 - 16.8 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +1.0% Capacity 17 Auto Reload 3 On-ranged-hit +8 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 36 Arrows are used with bows to pierce your foes to death. |
12 agate 12 agate0.0 Encumbrance 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. |
77 alchemist agate 77 alchemist agate0.0 Encumbrance 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. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 Encumbrance 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns) iron pickaxe of endurance (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +2 Str defense ------ Fatigue -4% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
sapper's iron pickaxe (dig speed 27 turns) sapper's iron pickaxe (dig speed 27 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +2 Cun +1 Str offense ------ Accuracy +4 (+1 eff.) other ------- Infravision +3 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 43 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
brass lantern of clarity brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+1 eff.) other ------- Light +3 See Stealth +5 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of the grotesque brass lantern of the grotesque2.0 Encumbrance T1 lite [Ego+] Arcane While equipped: other ------- Light +3 Unleash a spray of vile gore, inflicting 231.84 Blight damage in radius 3 (based on Magic), possibly reducing creatures' strength, dexterity, and constitution by 36.0 for 4 turns. Uses 12 power out of 30/30 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. |
charged brass lantern of pyromancy charged brass lantern of pyromancy2.0 Encumbrance T1 lite [Ego+] Arcane/Steamtech While equipped: offense ------ When Hit 12 lightning defense ------ Resistance +6% lightning other ------- Light +3 Unleash a fiery explosion, inflicting 217.10 Burning damage in radius 2 (based on Magic), possibly stunning creatures in the area for 3 turns. Uses 15 power out of 30/30 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming One Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Mind save +10 (+1 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 12 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 15 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/3) Rod of Recall (2/3)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 115 power out of 326/400 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 Chest Transmogrification Chest2.0 Encumbrance 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. |
barbed pouch of dwarven-steel shots of crippling (14/18, 43-52 power, 3 apr) barbed pouch of dwarven-steel shots of crippling (14/18, 43-52 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego++] Master Weapon Damage 43.0 - 51.6 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +19.0% Capacity 18 On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots of erosion (17/20, 36-43 power, 3 apr) barbed pouch of dwarven-steel shots of erosion (17/20, 36-43 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Nature/Master Weapon Damage 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.0% Capacity 20 On-ranged-hit +8 nature On Crit: * Wound the target dealing 278 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of vileness (17/18, 30-35 power, 3 apr) pouch of dwarven-steel shots of vileness (17/18, 30-35 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego] Arcane Weapon Damage 29.5 - 35.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 18 On-ranged-hit +9 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 36 Shots are used with slings to pummel your foes to death. |
pouch of stralite shots of crippling (19/19, 44-53 power, 5 apr) pouch of stralite shots of crippling (19/19, 44-53 power, 5 apr)3.0 Encumbrance T4 shot ammo [Ego+] Master Weapon Damage 44.5 - 53.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +10.5% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
3 amethyst 3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine 7 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 zircon 12 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Tebera the Shalore Necromancer level 14
8th Flare 122nd year of Ascendancy at 02:33 see stats
By Tebera the Shalore Necromancer level 18
27th Dusk 122nd year of Ascendancy at 16:30 see stats
By Tebera the Shalore Necromancer level 16
2nd Dusk 122nd year of Ascendancy at 21:30 see stats
By Tebera the Shalore Necromancer level 19
40th Dusk 122nd year of Ascendancy at 02:54 see stats
By Tebera the Shalore Necromancer level 17
3rd Dusk 122nd year of Ascendancy at 08:08 see stats
By Tebera the Shalore Necromancer level 14
8th Flare 122nd year of Ascendancy at 02:42 see stats
By Tebera the Shalore Necromancer level 10
2nd Flare 122nd year of Ascendancy at 21:14 see stats
By Tebera the Shalore Necromancer level 20
40th Dusk 122nd year of Ascendancy at 05:37 see stats
By Tebera the Shalore Necromancer level 10
6th Flare 122nd year of Ascendancy at 15:34 see stats
By Tebera the Shalore Necromancer level 14
8th Flare 122nd year of Ascendancy at 02:33 see stats
By Tebera the Shalore Necromancer level 9
3rd Summertide 122nd year of Ascendancy at 16:24 see stats
By Tebera the Shalore Necromancer level 9
1st Summertide 122nd year of Ascendancy at 19:21 see stats
By Tebera the Shalore Necromancer level 4
75th Pyre 122nd year of Ascendancy at 11:04 see stats
By Tebera the Shalore Necromancer level 2
74th Pyre 122nd year of Ascendancy at 17:08 see stats
Log
There is a previous level here (press '' or right click to use).
Ran for 23 turns (stop reason: at exit).
Space around you starts to dissolve...
Resting starts...
Tebera is less fast.
Your summoned ghoul disappears.
Temporal hound is no longer out of phase.
Temporal hound is no longer out of phase.
Your hiemal shield regenerates to full!
You are yanked out of this place!
Rested for 78 turns (stop reason: dialog is displayed).
You gain 2.00 gold from the transmogrification of iron shield of the stars (0 def, 2 armour, 22.5 block).
You gain 1.11 gold from the transmogrification of iron mail armour of lightning resistance (2 def, 4 armour).
You gain 1.63 gold from the transmogrification of cleansing iron mail armour of clarity (2 def, 4 armour).
You gain 1.64 gold from the transmogrification of regal linen cloak (1 def, 0 armour).
You gain 1.70 gold from the transmogrification of potent elm magestaff of might (12-14 power, 2 apr, lightning element).
You gain 0.80 gold from the transmogrification of mossy mindstar of balance (2-3 power, 12 apr, nature damage).
You gain 1.21 gold from the transmogrification of iron mace of erosion (11-15 power, 2 apr).
You gain 0.25 gold from the transmogrification of iron greatmaul (21-32 power, 1 apr).
You gain 1.23 gold from the transmogrification of flaming iron dagger of massacre (16-20 power, 5 apr).
You gain 1.06 gold from the transmogrification of shatter afflictions rune of the warrior (absorb 72; cd 22).
You gain 1.17 gold from the transmogrification of acid wave rune (damage 47; dur 4; cd 16).
There is a Ruins of Kor'Pul 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.
Saving game...
Saving done.
The furious lightning storm around Tebera calms down and disappears.