Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.3.1 |
| Addons | Escorts Enhanced 1.2.3Various enhancements to escort quest NPCs: Stone Wardens Bonus Class 1.2.3Donators/Buyers bonus! Troll Race. 1.3.0This addon adds Trolls as a playable race to the game. Trolls possess the Trollblood talent, which grants them high life-regeneration, but makes them vulnerable to fire. Race Stats: Str = 3 Mag = -3 Will = -2 Dex = -1 Con = 5 Liferating = 18 Exp-Penalty = 1.4 (Trolls aren't known for learning things fast) Size = Big (Increases with your racial abilites) Fear Immune Talents Trollblood(Passive): Life-regen, but fire-vulnerability. Scales with size. Scent(Active): Reveals the map around you, gives you a speedboost. Resilience of the Trolls(Passive): Increases saves and size category. Scales with size. Song of the Trolls(Active): AOE-damage with stun-chance. Scales with size. Increases size category. I hope you enjoy this! I would be very happy to receive some criticism :) If you got something to mention about balancing issues or if you find some errors, just tell me, i'll update this frequently. Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Everything is Unique! Fork 1.3.1A fork of Everything is Unique. Its broken. Use Randboss Rando instead. https://te4.org/games/addons/tome/randboss_rando Improved Auto-explore and Rest 1.3.1Quality 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. Illim Race Fork 1.2.3This addon adds an Illim race, an otherworldly explorers whose native world died from old age before their kind did. This is just a slight modification of the original race to make their abilities be tagged as beneficial. Wraith Race 1.2.5Adds a new race for the undead: Wraiths. Wraiths are incorporeal creatures born of evil and darkness. Features custom racial talents. Playable Yaech Race 1.3.0Adds Yaech as a playable race, as water breathing psionics with a leaning towards cursed. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Items Vault 1.3.0Donators/Buyers bonus! Draconians 1.1.5Adds Draconians as playable race, with their own starting area. This addon was updated and forked by Aura of the Dawn, in the absence of ajfluffy. Second branch, due to upload system differences requring a new shortname. Midnight 1.3.1Adds two new shadowy Celestial classes. Now with a new starting zone: Save the Sunwall crops from a worm infestation. Currently there are nine new categories. It also grants Sun and Glyphs to Sun Paladin at 1.3 mastery. Improved player targetting 1.2.0Player's targetting improvements. Playable Rhaloren Race 1.3.0Adds Rhaloren as a playable race, ideal for Corruptors and other blight-mages. Playable Vampire Race 1.3.0Adds Vampires as a playable race, as jack of all trades with access to necromantic trees. This addon is now DEPRECATED and might cause bugs. Instead, please use the Inferno Race Pack! Weapons Pack 1.2.4This adds new weapon types and egos to the game. - Tridents are unchanged, but generate more often. Most of the stuff here can be individually turned on/off in the Game Options menu. So you could use this addon just for the extra tridents if you really wanted to. Eternal Darkness 1.3.1Adds many new spells for Necromancer and modifies many existing spells, effects and minions. See thread for full details. Chaotic Race 1.2.2Adds the chaotic human subrace, which get a random talent on every levelup. Also has the following option under Gameplay: Extra Chaotic: This affects who gets random talents on levelup: magebow class v18 1.3.1Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Stoic class 1.3.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Adjustable Talent/Stat/Generic Point Multiplier 1.0.3Hello, everyone. This is my first mod; I would like to state, first and foremost, that it is my very first, and I hardly know the language. I have been using it, and have not experienced any bugs personally; but to be safe, I would say back-up saves before using, and so on. This mod may be considered a little "Cheaty", but I made it for those who found the game too hard, or wanted faster progress/different customization, but didn't want to reach high level too fast via the 'Adjustable EXP' mod (Like myself). This mod allows you to, via Game Options, set a modifier (Whole numbers only) from 1-10, for how many Stat Points, Talent Points, and Generic Points you get per level, seperately. You could make yourself gain 2x the stats (So 6) per level, or instead, 3x the Talent Points, while only the normal amount of generic ones. I tried to make it pretty customizable, really. I hope you enjoy! Please report any bugs you find. Update 1: Adjusted the md5 hash, and short-name inside the addon, to allow it to register with the md5 check okay. Update 2: As a note, these are editable in Game Options -> Gameplay, AFTER having made a new character. After doing this, you can adjust EXP rate between 0 and 1000%. !! You MUST make a new character !! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Wraith |
| Class | Necromancer |
| Level / Exp | 49 / 26% |
| Size | medium |
| Lifes / Deaths | Killed by skeleton mage at level 20 on the 8th Flare 122nd year of Ascendancy at 06:46 2 / 5Killed by skeleton mage at level 22 on the 8th Flare 122nd year of Ascendancy at 09:25 Killed by black tentacle at level 35 on the 6th Dusk 122nd year of Ascendancy at 09:51 Killed by Layigata the ghoul at level 45 on the 39th Dusk 122nd year of Ascendancy at 01:31 Killed by Isotha the master vampire at level 49 on the 59th Dusk 122nd year of Ascendancy at 23:34 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 49 (base 42) |
| Constitution | 38 (base 28) |
| Magic | 99 (base 60) |
| Willpower | 95 (base 60) |
| Cunning | 74 (base 32) |
Resources
| Life | 985/985 |
| Mana | 458/458 |
| Stamina | 466/466 |
| Souls | 8/19 |
| Healing Factor | 0.97 |
| Regeneration | 2.9585 |
Speed
| Mental | +11.93030026008% |
| Attack | 0% |
| Movement | 0% |
| Spell | +11.93030026008% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 12 |
| Infravision | 8 |
| ESP Range | 10 |
| ESP Kinds | demon/minor, demon/major |
Offense: Mainhand
| Damage | 89 |
| Accuracy | 34 |
| Crit Chance | 37% |
| APR | 19 |
| Speed | 0.89 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 58% |
| Speed | 0.89341313091845 |
Offense: Mind
| Mindpower | 63.525 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Penetration
| All | +8% |
Defense: Base
| Armour (hardiness) | 32 (30%) |
| Defense | 45.283333333333 |
| Ranged Defense | 45.283333333333 |
| Fatigue | 0 |
| Physical Save | 66.78125 |
| Spell Save | 92.435 |
| Mental Save | 91.077819528522 |
Defense: Resistances
| All | 0%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 100% |
| Fear Resistance | 62% |
| Poison Resistance | 100% |
| Blind Resistance | 52% |
| Silence Resistance | 50% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 15% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Heat BeamUse mode: Activated Range: 8 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to fire a beam of heat, doing 40.00 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 422 damage for 5 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (89% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 620% over 10 turns and instantly restoring 31 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Animus | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Shades | 1.50 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Charnel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Necrotic minions | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Spell / Corpse | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Vampirism | 1.50 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Advanced necrotic minions | 1.50 |
| 1/5 |
| 2/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| Cunning / Dead secrets | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Wraith | 1.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Will o' the Wisp |
| talent | Through The Crowd |
| talent | Soulwinds |
| talent | Shadow Seethe |
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Meat Shield |
| talent | Vampiric Gift |
| talent | Insubstantiality |
| talent | Animus Hoarder |
| beneficial effect | The target is under the effect of the cloak of deception, making it look alive. Cloak of Deception |
| beneficial effect | Increases physical save, spell save, and mental save by 50. Through The Crowd |
| beneficial effect | The target consumed souls to gain new powers. 2 spells affected. Essence of the Dead |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 0.80). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Strength by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Strength by +2. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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. | 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 AlchemistsStire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed honey tree root. * You've found the needed warg claw. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed sandworm tooth. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Kuruimas the Nimbusspiker (0 def, 5 armour) Kuruimas the Nimbusspiker (0 def, 5 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / feet ; tier 5 When wielded/worn: Armour: +5 Fatigue: +5% Damage when hit (Melee): 8 arcane Changes stats: +9 Dex / +3 Cun / +13 Lck Changes resistances: +29% darkness / +29% temporal Changes resistances penetration: +17% darkness / +13% temporal Changes damage: +3% lightning Stealth bonus: +12 Mental save: +20 (+4 eff.) Silence immunity: +50% Confusion immunity: +39% Stun/Freeze immunity: +38% Stamina each turn: +1.10 Psi when hit: +0.12 Maximum stamina: +10.00 Mindpower: +20 (+5 eff.) Defense after a teleport: +22 Resist all after a teleport: +19% New effects duration reduction after a teleport: +28% It can be used to activate talent Disengage, placing all other charms into a 15 cooldown : Effective talent level: 2.0 Power cost: 15 out of 15/15. Range: 7 Travel Speed: instantaneous Description: Jump away 4 grids from your target. A pair of boots made of leather. |
| Light source | Deliyaregozor the alchemist's lamp Deliyaregozor the alchemist's lampInfused by nature Crafted by a master Infused by psionic forces 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +8 Physical crit. chance: +5.0% Physical power: +12 (+4 eff.) Defense: +18 (+6 eff.) Changes stats: +5 Wil Changes resistances: +5% arcane Changes resistances penetration: +15% physical / +8% all Critical mult.: +18.00% Physical save: +31 (+8 eff.) Spell save: +32 (+6 eff.) Mental save: +32 (+6 eff.) Disease immunity: +10% Stun/Freeze immunity: +10% Stamina each turn: +0.40 Maximum life: +64.00 Light radius: +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Gloralaith' (2 def, 4 armour) cashmere wizard hat 'Gloralaith' (2 def, 4 armour)Powered by arcane forces Infused by nature Infused by psionic forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) Damage when hit (Melee): 22 arcane Changes stats: +6 Wil / +5 Cun / +4 Con Changes resistances: +12% lightning / +11% temporal / +9% light / +23% fire / +12% nature / +12% acid / +28% blight / +23% cold / +12% darkness Changes resistances penetration: +10% arcane / +5% blight Changes damage: +22% blight Spell save: +20 (+4 eff.) Mana each turn: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Mindpower: +5 (+1 eff.) It can be used to activate talent Stone Wall, placing all other charms into a 80 cooldown : Effective talent level: 1.0 Power cost: 80 out of 80/80. Range: 7 Travel Speed: instantaneous Is: a spell Description: Entomb yourself in a wall of stone for 7 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 113.08 physical damage. Duration and damage will improve with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Kheleromihek the Obsidianorder (dig speed 1 turns) Kheleromihek the Obsidianorder (dig speed 1 turns)Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +7 Physical power: +9 (+3 eff.) Armour: +14 Defense: +22 (+7 eff.) Changes stats: +3 Str Changes resistances: +27% physical / +33% darkness / +6% mind Changes resistances penetration: +21% physical Changes damage: +6% mind / +15% darkness Damage affinity(heal): +15% darkness Critical mult.: +20.00% Infravision radius: +8 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Boltmark the gold ring Boltmark the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Fatigue: -8% Changes stats: +2 Wil Changes resistances: +11% nature / +10% blight Changes resistances penetration: +5% lightning Changes damage: +3% lightning Grants telepathy: Demon/Minor Demon/Major Maximum encumbrance: +28 Mental save: +9 (+2 eff.) Poison immunity: +12% Disease immunity: +21% Confusion immunity: +24% Life regen: +1.10 Maximum life: +59.00 Light radius: +3 Healing mod.: +22% Rings can have magical properties. |
| On fingers | Lustrewrack the gold ring Lustrewrack the gold ringPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 22% chance to blind Effects on ranged hit: * 10% chance to blind Damage when hit (Melee): 12 light Changes stats: +18 Mag / +7 Wil / +4 Cun Changes resistances penetration: +10% blight Spell save: +12 (+2 eff.) Mental save: +10 (+2 eff.) Cut immunity: +15% Confusion immunity: +37% Pinning immunity: +15% Only die when reaching: -80.00 life Spellpower: +20 (+5 eff.) Light radius: +1 Rings can have magical properties. |
| Around waist | Ivirina the hardened leather belt Ivirina the hardened leather beltInfused by nature Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 3 When wielded/worn: Physical crit. chance: +5.0% Physical power: +5 (+2 eff.) Changes stats: +4 Con Changes resistances: +15% acid / +11% temporal / +14% cold / +16% fire / +5% arcane / +27% lightning Critical mult.: +8.00% Mental save: +10 (+2 eff.) Mana when firing critical spell: +4.00 Spellpower on spell critical (stacks up to 3 times): +4 Maximum vim: +30.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +4% Mindpower: +6 (+2 eff.) A belt that goes around your waist. |
| In main hand | Bethuth the yew magestaff (20-24 power, 4 apr, physical damage) Bethuth the yew magestaff (20-24 power, 4 apr, physical damage)Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. [Unique] Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 100% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 Physical crit. chance: +3.5% Attack speed: 100% Damage (Melee): +4 mind When wielded/worn: Armour: +9 Defense: +8 (+3 eff.) Changes resistances: +5% arcane Maximum wards: +3 lightning / +3 mind Changes damage: +20% lightning / +6% mind Talents granted: +3 Ward +1 Command Staff Critical mult.: +10.00% Physical save: +8 (+2 eff.) Spell save: +10 (+2 eff.) Mental save: +14 (+3 eff.) Mana each turn: +0.18 Spellpower: +22 (+6 eff.) Spell crit. chance: +15% Mindpower: +2 (+1 eff.) Heals friendly targets nearby when you use a nature summon: +10 It can be used to channel mana (increasing mana regeneration by 500% for ten turns), putting all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
| Main armor | Galundil the cashmere robe (7 def, 0 armour) Galundil the cashmere robe (7 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 12 mind Changes stats: +4 Cun Changes resistances: +9% lightning / +6% temporal / +28% light / +9% blight / +9% fire / +9% cold / +8% darkness Changes damage: +12% temporal / +27% light / +27% mind / +16% arcane / +12% darkness Physical save: +14 (+4 eff.) Spell save: +46 (+9 eff.) Mental save: +13 (+3 eff.) Maximum mana: +47.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+2 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
| Around neck | gold amulet 'Beliritta' gold amulet 'Beliritta'Infused by nature Crafted by a master 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 12 temporal Changes stats: +4 Con Changes damage: +9% arcane Talent mastery: +0.22 Spell / Reaping Physical save: +24 (+6 eff.) Spell save: +22 (+4 eff.) Mental save: +11 (+2 eff.) Life regen: +1.70 Spellpower on spell critical (stacks up to 3 times): +4 Maximum life: +45.00 Maximum mana: +40.00 Spell crit. chance: +3% Amulets can have magical properties. |
Inventory
Elixir of Focus Elixir of FocusInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to grant you two additional class talent points. A vial of clear, steaming fluid. |
Elixir of Serendipity Elixir of SerendipityInfused by nature 0.00 Encumbrance. [Plot Item] Type: potion / potion It can be used to permanently increase your luck by 5. A vial of lively yellow fluid. |
Icy Kill (35-45.5 power, 10 apr) Icy Kill (35-45.5 power, 10 apr)Requires: - Dexterity 42 Infused by nature Infused by psionic forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 4 Base power: 35.0 - 45.5 Uses stats: 45% Dex, 45% Cun Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 Physical crit. chance: +15.0% Attack speed: 100% On weapon crit: * freezes the target On weapon kill: * explodes a frozen creature (damage scales with willpower) Damage (Melee): +30 cold When wielded/worn: Changes stats: +6 Cun / +6 Wil Changes damage: +25% cold Hate per kill: +4.00 Ice block penetration: +50% As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Shantiz the Stormblade (15-19.5 power, 20 apr) Shantiz the Stormblade (15-19.5 power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Base power: 15.0 - 19.5 Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +20 Physical crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. This item has been sent to the Item's Vault. |
Samyrain the dragonbone longbow Samyrain the dragonbone longbowRequires: - Dexterity 48 - Talent Shoot Powered by arcane forces Crafted by a master 4.00 Encumbrance. [Unique] Type: weapon / longbow ; tier 5 It must be held with both hands. Accuracy bonus: +0.2% crit / acc Attack speed: 125% Firing range: +10 Damage (Ranged): +14 acid When wielded/worn: Ammo reloads per turn: +5 Changes stats: +3 Wil / +5 Mag Changes resistances penetration: +54% physical / +20% arcane / +23% temporal Changes damage: +21% acid / +71% physical / +6% arcane / +27% temporal Talent mastery: +0.20 Chronomancy / Bow Threading Talents cooldown: Volley of Arrows (-2 turns) Steady Shot (-1 turn) Arrow Stitching (-1 turn) Pinning Shot (-1 turn) Critical mult.: +15.00% Spell save: +9 (+2 eff.) Damage Shield penetration: +47% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. Longbows are used to shoot arrows at your foes. |
This item will automatically be transmogrified when you leave the level. Boltpiety the voratun longsword (41.5-58.1 power, 6 apr)Boltpiety the voratun longsword (41.5-58.1 power, 6 apr) Requires: - Strength 48 Infused by nature Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 5 Base power: 41.5 - 58.1 Uses stat: 100% Str Damage type: Lightning Accuracy bonus: +0.4% crit.pwr / acc Accuracy bonus: +0.5% turn loss / acc Armour Penetration: +6 Physical crit. chance: +5.0% Attack speed: 111% On weapon hit: * 40% chance to inflict damage reduction * 28% chance to corrode armour On weapon crit: * cripple the target Damage (Melee): +8 lightning Burst (radius 1) on hit: +8 lightning When wielded/worn: Accuracy: +26 (+10 eff.) Physical crit. chance: +23.0% Effects on melee hit: * 30% chance to inflict damage reduction * 30% chance to daze Damage when hit (Melee): 14 nature Changes stats: +5 Str / +7 Dex Changes resistances: +9% lightning Changes resistances penetration: +7% acid Changes damage: +3% lightning / +15% physical Life regen: +1.70 Stamina when hit: +1.70 Sharp, long, and deadly. |
Ordinary Cane (42-58.8 power, 30 apr) Ordinary Cane (42-58.8 power, 30 apr)Requires: - Willpower 32 Crafted by a master 3.00 Encumbrance. [Unique] Type: weapon / longsword ; tier 4 Base power: 42.0 - 58.8 Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit.pwr / acc Armour Penetration: +30 Physical crit. chance: +8.0% Attack speed: 111% When used from stealth a simple attack with it will not break stealth. Damage (Melee): +10 blinding When wielded/worn: Defense: +16 (+5 eff.) Changes stats: +12 Lck / +8 Cun Talent mastery: +0.20 Technique / Blindsight Disarm immunity: +25% Blind-Fight: This item allows the wearer to attack unseen targets without any penalties. A simple walking stick used by the blind, one which certainly doesn't conceal a hidden sword. |
This item will automatically be transmogrified when you leave the level. gifted thorny mindstar of the jelly (10-11 power, 24 apr, nature damage)gifted thorny mindstar of the jelly (10-11 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 10.0 - 11.0 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Changes damage: +7% acid Equilibrium when hit: +1.70 Mindpower: +12 (+3 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. horrifying thorny mindstar of the jelly (8.5-9.35 power, 24 apr, nature damage)horrifying thorny mindstar of the jelly (8.5-9.35 power, 24 apr, nature damage) Requires: - Willpower 24 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 3 Base power: 8.5 - 9.4 Uses stats: 40% Wil, 20% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +24 Physical crit. chance: +3.5% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 5 mind / 7 darkness Changes damage: +7% acid / +7% mind / +6% darkness Equilibrium when hit: +1.20 Mindpower: +6 (+2 eff.) Mental crit. chance: +3% 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. |
This item will automatically be transmogrified when you leave the level. nature's living mindstar (16.5-18.15 power, 40 apr, nature damage)nature's living mindstar (16.5-18.15 power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Base power: 16.5 - 18.2 Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +40 Physical crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes resistances: +10% blight Changes damage: +9% nature Disease immunity: +25% Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
This item will automatically be transmogrified when you leave the level. summoner's vined mindstar of frost (4.5-4.95 power, 18 apr, nature damage)summoner's vined mindstar of frost (4.5-4.95 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This natural mindstar summons a caller. This natural frost should be returned to the wyrm. Base power: 4.5 - 5.0 Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 Physical crit. chance: +3.0% Attack speed: 100% When wielded/worn: Armour: +7 Damage when hit (Melee): 11 ice Changes resistances: +8% cold Changes resistances penetration: +9% cold Changes damage: +10% cold Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
Zerodin (2 def, 0 armour) Zerodin (2 def, 0 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. [Unique] Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +6 (+3 eff.) Armour penetration: +5 Defense: +2 (+1 eff.) Damage when hit (Melee): 4 arcane Changes stats: +4 Dex / +11 Mag / +10 Wil / +3 Cun Changes resistances penetration: +10% blight Critical mult.: +15.00% Spell save: +10 (+2 eff.) Mana each turn: +0.04 Maximum mana: +55.00 Spellpower: +2 (+0 eff.) Spell crit. chance: +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
This item will automatically be transmogrified when you leave the level. tranquil elven-silk robe of darkness (+24%) (43 def, 0 armour)tranquil elven-silk robe of darkness (+24%) (43 def, 0 armour) Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Defense: +43 (+14 eff.) Changes stats: +8 Wil Changes resistances: +24% darkness Changes damage: +16% darkness Mental save: +32 (+6 eff.) Healing mod.: +29% Chance to avoid any damage: +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)Requires: - Strength 38 - Talent Armour Training Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Inferno (costing 50 power out of 80/80) : Effective talent level: 3.0 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a spell Description: Raging flames burn foes and allies alike, doing 55.00 fire damage in a radius of 5 each turn for 8 turns. The damage will increase with your Spellpower. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
This item will automatically be transmogrified when you leave the level. rough leather armour of Toknor (1 def, 2 armour)rough leather armour of Toknor (1 def, 2 armour) Requires: - Strength 10 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +6 (+2 eff.) Armour: +2 Defense: +1 (+0 eff.) Fatigue: +6% Critical mult.: +12.00% A suit of armour made of leather. |
Piercing Gaze (5 def, 25 armour, 180 block) Piercing Gaze (5 def, 25 armour, 180 block)Requires: - Talent Armour Training (level 2) Alternately Requires: - Talent Shield Mastery (level 1) Powered by arcane forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +25 Defense: +5 (+2 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +12% Changes resistances: +10% acid / +10% physical / +10% lightning / +10% fire Talent granted: +4 Block Special effect on block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Starwill the stralite shield (10 def, 9 armour, 225.5 block) Starwill the stralite shield (10 def, 9 armour, 225.5 block)Requires: - Strength 35 - Talent Armour Training (level 2) Alternately Requires: - Strength 35 - Talent Shield Mastery (level 1) Powered by arcane forces Crafted by a master Infused by psionic forces 7.00 Encumbrance. [Unique] Type: armor / shield ; tier 4 When wielded/worn: Armour: +9 Defense: +10 (+3 eff.) Ranged Defense: +10 (+3 eff.) Fatigue: +14% Effects when hit in melee: * 15% chance to corrode armour Damage when hit (Melee): 23 temporal / 4 light / 4 mind Changes stats: +11 Con Changes resistances: +18% acid / +15% temporal / +13% light / +24% mind / +13% darkness Changes resistances penetration: +10% light / +5% mind Talent granted: +4 Block Physical save: +11 (+3 eff.) Special effect on block: Unleash the fury of the cosmos, dealing light and darkness damage to your attackers It can be used to activate talent Time Shield, placing all other charms into a 30 cooldown : Effective talent level: 3.0 Power cost: 30 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (410) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). While under the effect of Time Shield, all newly applied magical, physical and mental effects will have their durations reduced by 46%. The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
agate agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes 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. |
536 alchemist agate 536 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+2 eff.) Spell save: +6 (+1 eff.) Mental save: +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+2 eff.) Spell save: +8 (+2 eff.) Mental save: +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+1 eff.) Mental save: +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
This item will automatically be transmogrified when you leave the level. dream-smith's voratun pickaxe (dig speed 12 turns)dream-smith's voratun pickaxe (dig speed 12 turns) Infused by psionic forces 3.00 Encumbrance. Type: tool / digger ; tier 5 When wielded/worn: Changes stats: +3 Str Changes damage: +11% mind / +14% fire Mental save: +13 (+3 eff.) When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Wintertide Phial Wintertide PhialPowered by arcane forces 2.00 Encumbrance. [Unique] Type: lite / lite ; tier 2 When wielded/worn: Light radius: +1 Infravision radius: +6 It can be used to cleanse your mind of up to 5 (based on Magic) detrimental mental effects, costing 40 power out of 60/60. This phial seems filled with darkness, yet it cleanses your thoughts. |
brass lantern brass lantern2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Light radius: +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
2 garnet 2 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 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 Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 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. |
Skull of the Rat Lich Skull of the Rat LichPowered by arcane forces 1.00 Encumbrance. [Unique] Type: tool / skull ; tier 3 When wielded/worn: Damage when hit (Melee): 12 darkness Spellpower: +10 (+2 eff.) Spell crit. chance: +4% It can be used to raise undead rats, costing 70 power out of 70/70. This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eyes. |
2 amethyst 2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 amber 3 amber0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
ametrine ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Uniques)
Found the mysterious staff and told Last Hope about it.By DeathLetter (II) the Wraith Necromancer level 49
59th Dusk 122nd year of Ascendancy at 10:41 see stats
Against all odds (Uniques)
Killed Ukruk in the ambush.By DeathLetter (II) the Wraith Necromancer level 48
45th Dusk 122nd year of Ascendancy at 21:46 see stats
Exterminator (Uniques)
Killed 1000 creatures.By DeathLetter (II) the Wraith Necromancer level 41
32nd Dusk 122nd year of Ascendancy at 20:22 see stats
Eye of the storm (Uniques)
Freed Derth from the onslaught of the mad Tempest, Urkis.By DeathLetter (II) the Wraith Necromancer level 39
15th Dusk 122nd year of Ascendancy at 17:16 see stats
Level 10 (Uniques)
Got a character to level 10.By DeathLetter (II) the Wraith Necromancer level 10
10th Mirth 122nd year of Ascendancy at 01:34 see stats
Level 20 (Uniques)
Got a character to level 20.By DeathLetter (II) the Wraith Necromancer level 20
8th Flare 122nd year of Ascendancy at 05:03 see stats
Level 30 (Uniques)
Got a character to level 30.By DeathLetter (II) the Wraith Necromancer level 30
9th Flare 122nd year of Ascendancy at 19:01 see stats
Level 40 (Uniques)
Got a character to level 40.By DeathLetter (II) the Wraith Necromancer level 40
15th Dusk 122nd year of Ascendancy at 17:16 see stats
Rescuer of the lost (Uniques)
Rescued the merchant from the assassin lord.By DeathLetter (II) the Wraith Necromancer level 16
10th Mirth 122nd year of Ascendancy at 13:23 see stats
Size is everything (Uniques)
Did over 1500 damage in one attack.By DeathLetter (II) the Wraith Necromancer level 45
37th Dusk 122nd year of Ascendancy at 16:09 see stats
Size matters (Uniques)
Did over 600 damage in one attack.By DeathLetter (II) the Wraith Necromancer level 33
4th Dusk 122nd year of Ascendancy at 09:14 see stats
That was close (Uniques)
Killed your target while having only 1 life left.By DeathLetter (II) the Wraith Necromancer level 5
76th Pyre 122nd year of Ascendancy at 17:22 see stats
The Rat Lich (Uniques)
Killed the terrible Rat Lich.By DeathLetter (II) the Wraith Necromancer level 28
9th Flare 122nd year of Ascendancy at 19:01 see stats
The Restless Dead (Uniques)
Disturbed an old battlefield and survived the consequences.By DeathLetter (II) the Wraith Necromancer level 39
14th Dusk 122nd year of Ascendancy at 08:16 see stats
The secret city (Uniques)
Discovered the truth about mages.By DeathLetter (II) the Wraith Necromancer level 38
13rd Dusk 122nd year of Ascendancy at 06:43 see stats
Treasure Hoarder (Uniques)
Amassed 3000 gold pieces.By DeathLetter (II) the Wraith Necromancer level 43
34th Dusk 122nd year of Ascendancy at 17:43 see stats
Treasure Hunter (Uniques)
Amassed 1000 gold pieces.By DeathLetter (II) the Wraith Necromancer level 33
4th Dusk 122nd year of Ascendancy at 05:43 see stats
Vampire crusher (Uniques)
Destroyed the Master in its lair of the Dreadfell.By DeathLetter (II) the Wraith Necromancer level 47
42nd Dusk 122nd year of Ascendancy at 02:21 see stats
Log
There is an exit to the worldmap here (press '' or right click to use).
Ran for 5 turns (stop reason: interesting terrain).
Resting starts...
Talent Surge of Undeath is ready to use.
Talent Crimson Barrier is ready to use.
Rested for 32 turns (stop reason: all resources and life at maximum).
DeathLetter (II) picks up (e.): Samyrain the dragonbone longbow.
DeathLetter (II) picks up (m.): Piercing Gaze (5 def, 25 armour, 180 block).
DeathLetter (II) picks up (k.): tranquil elven-silk robe of darkness (+24%) (43 def, 0 armour).
DeathLetter (II) picks up (j.): summoner's vined mindstar of frost (4.5-4.95 power, 18 apr, nature damage).
DeathLetter (II) picks up (j.): nature's living mindstar (16.5-18.15 power, 40 apr, nature damage).
Lore found: Piercing Gaze
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 7 turns (stop reason: dialog is displayed).
Dread deactivates Blur Sight.
DeathLetter (II) deactivates Meat Shield.
DeathLetter (II) deactivates Through The Crowd.
DeathLetter (II) deactivates Insubstantiality.
DeathLetter (II) deactivates Will o' the Wisp.
DeathLetter (II) deactivates Blurred Mortality.
DeathLetter (II) deactivates Animus Hoarder.
DeathLetter (II) deactivates Shadow Seethe.
DeathLetter (II) deactivates Necrotic Aura.
DeathLetter (II) deactivates Soulwinds.
DeathLetter (II) deactivates Vampiric Gift.
Mummy lord deactivates Frost Hands.
