









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Tsedaka Safer Auto Use 1.4.5A few tweaks on Xetaxheb's plugin and hopefully improved for safer play. And auto target toggle from Stuntofthelitter Sholtar 1.5.5Sholtar have no racial talents of their own; instead, the four slots can be used to learn talents from defeated enemies (of a high enough rank). In this manner, the Sholtar can improve nearly any class by adding abilities from other calsses, or even talents that are normally exclusive to NPCs. --- The Sholtar were once a great nation, with many vasts cities in the southeastern regions of Maj'Eyal. In spite of the harsh, dry terrain they inhabitied, or perhaps because of it, they were a people of great ingenuity and adaptability. The Cataclysm which tore the world apart centuries ago swept nearly all of the Sholtar lands into the murky depths, and all but erased their people from the face of Eyal. While very few survived, those who did fought for survival with all of the wit and grit that was their birthright. An already adaptable people grew to become even more adaptable through neccessity, and it has become their greatest strength. Sholtar are able to learn abilities by carefully studying others, and, regardless of their class, they can always improve by incorporating the talents of others into thier skill set. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Items Vault 1.5.0Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Sholtar |
| Class | Temporal Warden |
| Level / Exp | 46 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by multi-hued drake at level 41 on the 78th Regrowth 123rd year of Ascendancy at 18:19 6 / 1 |
Primary Stats
| Strength | 31 (base 13) |
| Dexterity | 54 (base 52) |
| Constitution | 30 (base 14) |
| Magic | 81 (base 61) |
| Willpower | 50 (base 18) |
| Cunning | 79 (base 60) |
Resources
| Hate | 12/104 |
| Psi | 130/130 |
| Life | 1157/1157 |
| Stamina | 335/335 |
| Paradox | 285 |
| Healing Factor | 1.35 |
| Regeneration | 9.2474999999999 |
Speed
| Mental | -5.1070259132757E-13% |
| Attack | -5.1070259132757E-13% |
| Movement | +10% |
| Spell | -4.3964831775156E-12% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -7 |
| Infravision | 10 |
| See Stealth | 42.131387779911 |
| See Invisible | 42.131387779911 |
Offense: Mainhand
| Damage | 206 |
| Accuracy | 63 |
| Crit Chance | 67% |
| APR | 48 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 121 |
| Accuracy | 63 |
| Crit Chance | 70% |
| APR | 45 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 43% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +29% |
| Lightning | +10% |
| Light | +6% |
| Temporal | +9% |
| Cold | +12% |
| Physical | +14% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +50% |
| Nature | +30% |
| Temporal | +5% |
Defense: Base
| Armour (hardiness) | 42 (85.376569037657%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 61 |
| Spell Save | 38 |
| Mental Save | 53 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Darkness | + 33%( 70%) |
| Temporal | + 54%( 70%) |
| Blight | + 22%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 18%( 70%) |
| All | + 4%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 15% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 412 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 759 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 11 turns. While Heroism is active, you will only die when reaching -1009 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
| Chronomancy / Spacetime Folding | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Chronomancy / Temporal Hounds | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Chronomancy / Bow Threading | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Chronomancy / Speed Control | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Chronomancy / Temporal Combat | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Chronomancy / Blade Threading | 1.30 |
| 3/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Chronomancy / Temporal Guardian | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Generic Talents
| Chronomancy / Chronomancy | 1.30 |
| 1/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Chronomancy / Spacetime Weaving | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Race / Sholtar | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Chronomancy / Fate Weaving | 1.10 |
| 4/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Beyond the Flesh |
| talent | Chant of Fortress |
| talent | Weapon Folding |
| talent | Temporal Hounds |
| talent | Wit |
| talent | Stalk |
| talent | Contingency |
| talent | Kinetic Shield |
| beneficial effect | Parrying melee and ranged attacks: Has a 61% chance to deflect up to 33 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Dreadfell. Escort: lost tinker (level 4 of Dreadfell) | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Yvina the dreadmaster. Escort: temporal explorer (level 7 of Dreadfell) | failed |
The unhallowed morass is the name of the 'zone' surrounding Point Zero. Future EchoesThe temporal spiders that inhabit it are growing restless and started attacking at random. You need to investigate what is going on. * You have explored the morass and destroyed the weaver queen, finding strange traces on it. * You have helped defend Point Zero. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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: 419. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You have met what seems to be a future version of yourself. The Way We Weren'tYou were killed by your future self, and thus this event never occured. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| Psionic focus | stralite greatmaul 'Blastgore' (169% power, 3 apr)5.0 T4 greatmaul 2H weapon [Rare] Master Power 170% Range: 1.5x Uses 170% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +8 nature On Hit: * Slows global speed by 20% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +19.0% Res.pen +25% lightning Melee Ret 16 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +12% lightning Massive two-handed mauls. |
| On hands | sand hardened leather gloves of dexterity (+4) (0 def, 8 armour)1.0 T3 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 physical Dmg.mod +5% physical Acc +16 (+4 eff.) ----- def ----- Armour +8 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Light source | Emelotha the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Master While equipped: Stats +5 Wil +3 Cun +3 Con dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+1 eff.) Dmg.mod +9% temporal Res.pen +5% temporal Melee Ret 8 arcane ----- def ----- Resists +8% blight +9% temporal HP.reg +2.30 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Light -7 Infravis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+2 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
| On feet | invigorating pair of drakeskin leather boots of rushing (0 def, 5 armour)2.0 T5 feet armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Con dps ---------- Mov.spd +10% ----- def ----- Armour +5 Fatigue -2% Max.HP +33.00 ---------- misc Stam/turn +0.90 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
| Tool | Beiromihir [power 49] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: ----- def ----- Resists +15% temporal Blind- +15% Poison- +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Harden the skin for 7 turns increasing armour by 49 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to regenerate 9 equilibrium. Natural totems are made by powerful wilders to store nature power. |
| On fingers | conjurer's stralite ring of pilfering0.1 T4 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Mag +7 Wil dps ---------- Spell.pwr +9 (+2 eff.) Acc +8 (+2 eff.) Apr +12 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
| On fingers | Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
| Around neck | Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+4 eff.) Mind.save +18 (+6 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.4 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 173.09 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
| In main hand | Morrigor (161% power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 162% Range: 1.4x Uses 170% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 40.50 arcane and 40.50 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge Forgery of Haze: Level 3.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Through the shadows, you forge a temporary copy of yourself, existing for 6 turns. The copy possesses your exact talents and stats, has 55% life and deals 72% damage. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| Around waist | :/1.0 T5 belt armor [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +4 Cun dps ---------- Spell.crit +6% Dmg.mod +6% light +6% mind Res.pen +25% lightning ----- def ----- Armour +13 Defense +38 (+10 eff.) Fatigue -9% Phys.save +21 (+5 eff.) Stealth +15 ---------- misc Max.enc +60 Hate/m.crit +4.00 Max.hate +4.00 A belt that goes around your waist. |
| In off hand | voratun dagger of ruin (145% power, 9 apr)1.0 T5 dagger 1H weapon [Ego+] Master Power 146% Range: 1.3x Uses 95% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Crit.mult +14.00% Apr +12 Sharp, short and deadly. |
| Cloak | elven-silk cloak 'Squalorpall' (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +6 Con dps ---------- Crit.mult +38.00% Dmg.mod +9% nature Res.pen +15% nature Acc +9 (+3 eff.) Apr +12 Melee Ret 8 darkness ----- def ----- Defense +3 (+1 eff.) Resists +30% darkness +28% temporal Phys.save +12 (+3 eff.) Stealth +15 Max.HP +100.00 Def/telep +27 Res/telep +14% Dur/telep +29% ---------- misc Max.mana +80.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | stormwoven elven-silk robe of life (5 def, 0 armour)2.0 T5 cloth armor [Ego++] Nature While equipped: Stats +4 Str +6 Mag +6 Wil dps ---------- Dmg.mod +10% lightning +9% physical +12% cold ----- def ----- Defense +5 (+2 eff.) Resists +10% lightning +15% cold +11% blight Max.HP +79.00 HP.reg +4.30 Heal.mod +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the wizard (heal 241)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 241 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (609% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the duelist (609% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 609% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion (heal 451 over 5 turns)0.1 T1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 451 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 244 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 244 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the titan (heal 302 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 302 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune of the warrior (894% regen over 10 turns; 45 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 894% for 10 turns and instantly restoring 45 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! Most of them function better with a high Magic score. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
clarifying copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +11% mind Confus- +22% Amulets can have magical properties. |
clarifying copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +13% mind Confus- +20% Amulets can have magical properties. |
cleansing copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Wil ----- def ----- Resists +10% nature +11% blight Poison- +20% Disease- +20% Amulets can have magical properties. |
mindweaver's steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +4 Dex +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) ----- def ----- Mind.save +7 (+3 eff.) Confus- +14% Amulets can have magical properties. |
Hettadrador the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun dps ---------- Mind.crit +2% Crit.mult +29.00% Mind.pwr +10 (+3 eff.) Dmg.mod +14% darkness +9% physical Apr +2 Melee Ret 12 blight ----- def ----- Resists +28% darkness Phys.save +9 (+2 eff.) Rings can have magical properties. |
Ivagann the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% light +12% cold Phys.save +12 (+3 eff.) Mind.save +11 (+4 eff.) Disease- +25% Silence- +15% Confus- +35% Stun/Frz- +20% Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +22% Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +23% Pinning- +23% Knockbk- +21% Rings can have magical properties. |
gladiator's gold ring of fire (+20%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +7 Str +4 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +10% fire ----- def ----- Resists +20% fire Rings can have magical properties. |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings can have magical properties. |
marksman's stralite ring of perseverance0.1 T4 ring jewelry [Ego] Master While equipped: Stats +5 Dex dps ---------- Acc +10 (+3 eff.) ----- def ----- HP.reg +1.70 Stun/Frz- +36% Rings can have magical properties. |
savage's stralite ring of arcana(+0.22/turn)0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con ----- def ----- Spell.save +16 (+6 eff.) Silence- +39% ---------- misc Mana/turn +0.22 Max.stam +32.00 Rings can have magical properties. |
titan's gold ring of misery0.1 T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +7 Cun +4 Con dps ---------- Melee+ 5 bleed Ranged+ 13 bleed On Hit (Melee): * 13% chance to cause random gloom On Hit (Ranged): * 14% chance to cause random gloom ----- def ----- Phys.save +8 (+2 eff.) ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
warrior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str dps ---------- Acc +9 (+3 eff.) Apr +7 ----- def ----- Armour +8 Defense +10 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings can have magical properties. |
Flashwild the dwarven-steel battleaxe (138% power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Arcane Power 139% Range: 1.5x Uses 170% Mag Dmg Light Mastery Strength of Purpose Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +14 lightning +8 temporal On Hit.r1 +4 light On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 25% chance for lightning to arc to a second target While equipped: dps ---------- On Hit (Melee): * 30% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed battleaxes. |
thought-forged dwarven-steel dagger of crippling (114% power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master/Psionic Power 114% Range: 1.3x Uses 95% Mag, 27% Cun Dmg Physical Mastery Strength of Purpose Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 mind On Hit: * 8% chance to cause random gloom On Crit: * cripple the target While equipped: Stats +3 Cun +3 Wil dps ---------- Phys.crit +4.0% Sharp, short and deadly. |
quick stralite greatsword of massacre (175% power, 3 apr)3.0 T4 greatsword 2H weapon [Ego+] Master Power 176% Range: 1.6x Uses 170% Mag Dmg Physical Mastery Strength of Purpose Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 111% While equipped: Stats +5 Dex dps ---------- Acc +13 (+4 eff.) Massive two-handed swords. |
Festerstreak the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% nature On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +3% nature +9% acid Max.HP +30.00 A belt that goes around your waist. |
focusing elven-silk robe of lightning (+22%) (5 def, 0 armour)2.0 T5 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +6 Wil dps ---------- Dmg.mod +15% lightning ----- def ----- Defense +5 (+2 eff.) Resists +22% lightning ---------- misc Mana/turn +0.31 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Glintbraid (0 def, 3 armour)3.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) Dmg.mod +3% light +12% temporal On Hit (Melee): * 15% chance to blind * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +2% ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Toleg the Hellscrypt (0 def, 6 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Con dps ---------- Phys.pwr +4 (+1 eff.) Res.pen +10% fire ----- def ----- Armour +6 Fatigue +1% ---------- misc Stam/turn +0.20 Infravis +2 A pair of boots made of leather. |
Gloruma (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +11 Dex +4 Con dps ---------- Mind.pwr +10 (+3 eff.) Melee Ret 16 mind ----- def ----- Armour +3 Fatigue +3% Mind.save +20 (+7 eff.) Heal/summ +30 ---------- misc See.Invis +9 A cap made of leather. |
Splendourvagrant (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% physical Acc +4 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +1 Fatigue +1% Resists +6% light HP.reg +0.20 Heal.mod +10% A cap made of leather. |
stabilizing hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +5 Con ----- def ----- Armour +3 Fatigue +3% Phys.save +15 (+3 eff.) A cap made of leather. |
Rogue Plight (6 def, 7 armour)9.0 T3 light armor [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.dmg- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
The Black Plate (25 def, 35 armour)17.0 T5 massive armor Reqs Str 48 Heavy Armour Training 3 [Unique] Arcane While equipped: Stats +6 Wil +4 Cun +3 Con ----- def ----- Armour +35 Defense +25 (+7 eff.) Fatigue +15% Resists +15% acid +20% darkness +15% blight +25% fire +20% cold Phys.save +15 (+3 eff.) Spell.save +25 (+9 eff.) Confus- +100% Fear- +100% ---------- misc Light -2 Infravis +3 Masteries +0.20 Corruption/Doom covenant +0.20 Corruption/Oppression +0.20 Corruption/Wrath +0.20 Corruption/Infernal combat ShadowPwr +10 Grants physical power equal to your Shadow Power. Link of Pain: (Instant) Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Is a spell Description: Using demonic forces you create a link of pain from a source creature to a victim for 6 turns. Each time the source creature takes damage the victim takes 70% of the damage. If the victim dies from the effect you gain a burst of energy, reducing all remaining cooldowns by 1. "Wreckage all about you. Is there anything left inside?" |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
174 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: 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. |
11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+1 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: 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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 462.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 239/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rhemas the dwarven-steel torque of kinetic psionic shield [power 87] (20 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% arcane Res.pen +10% arcane Melee Ret 16 arcane On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 87 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 6 hate. Torques are made by powerful psionics to store psionic powers. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+2 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Steven Weber the Sholtar Temporal Warden level 35
47th Regrowth 123rd year of Ascendancy at 18:08 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Steven Weber the Sholtar Temporal Warden level 34
10th Allure 123rd year of Ascendancy at 22:58 see stats
Arachnophobia (Nightmare (Adventure) difficulty)
Destroyed the spydric menace.By Steven Weber the Sholtar Temporal Warden level 40
70th Regrowth 123rd year of Ascendancy at 23:36 see stats
Are you out of your mind?! (Nightmare (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Steven Weber the Sholtar Temporal Warden level 41
78th Regrowth 123rd year of Ascendancy at 18:16 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By Steven Weber the Sholtar Temporal Warden level 38
67th Regrowth 123rd year of Ascendancy at 08:25 see stats
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Steven Weber the Sholtar Temporal Warden level 36
52nd Regrowth 123rd year of Ascendancy at 06:31 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Steven Weber the Sholtar Temporal Warden level 11
3rd Summertide 122nd year of Ascendancy at 16:49 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Steven Weber the Sholtar Temporal Warden level 37
58th Regrowth 123rd year of Ascendancy at 12:35 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Steven Weber the Sholtar Temporal Warden level 20
77th Dusk 122nd year of Ascendancy at 22:06 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Steven Weber the Sholtar Temporal Warden level 22
1st Time of Equilibrium 122nd year of Ascendancy at 22:25 see stats
Impossible Death (Nightmare (Adventure) difficulty)
Got killed by your future self.By Steven Weber the Sholtar Temporal Warden level 24
22nd Haze 122nd year of Ascendancy at 14:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Steven Weber the Sholtar Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 03:00 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Steven Weber the Sholtar Temporal Warden level 20
77th Dusk 122nd year of Ascendancy at 01:22 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Steven Weber the Sholtar Temporal Warden level 30
56th Haze 122nd year of Ascendancy at 14:14 see stats
Level 40 (Nightmare (Adventure) difficulty)
Got a character to level 40.By Steven Weber the Sholtar Temporal Warden level 40
70th Regrowth 123rd year of Ascendancy at 13:22 see stats
Overpowered! (Nightmare (Adventure) difficulty)
Did over 6000 damage in one attack.By Steven Weber the Sholtar Temporal Warden level 24
22nd Haze 122nd year of Ascendancy at 14:19 see stats
Paradoxology (Nightmare (Adventure) difficulty)
Both killed your future self and got killed by your future self.By Steven Weber the Sholtar Temporal Warden level 24
22nd Haze 122nd year of Ascendancy at 14:19 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Steven Weber the Sholtar Temporal Warden level 30
56th Haze 122nd year of Ascendancy at 22:20 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Steven Weber the Sholtar Temporal Warden level 29
44th Haze 122nd year of Ascendancy at 14:30 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Steven Weber the Sholtar Temporal Warden level 24
22nd Haze 122nd year of Ascendancy at 14:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Steven Weber the Sholtar Temporal Warden level 24
22nd Haze 122nd year of Ascendancy at 14:19 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Steven Weber the Sholtar Temporal Warden level 38
58th Regrowth 123rd year of Ascendancy at 18:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Steven Weber the Sholtar Temporal Warden level 10
3rd Mirth 122nd year of Ascendancy at 20:37 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Steven Weber the Sholtar Temporal Warden level 35
38th Regrowth 123rd year of Ascendancy at 02:40 see stats
The bigger the better! (Nightmare (Adventure) difficulty)
Did over 3000 damage in one attack.By Steven Weber the Sholtar Temporal Warden level 24
22nd Haze 122nd year of Ascendancy at 14:19 see stats
There and back again (Nightmare (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Steven Weber the Sholtar Temporal Warden level 41
19th Pyre 123rd year of Ascendancy at 19:44 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Steven Weber the Sholtar Temporal Warden level 32
7th Allure 123rd year of Ascendancy at 13:38 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Steven Weber the Sholtar Temporal Warden level 22
1st Time of Equilibrium 122nd year of Ascendancy at 17:36 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Steven Weber the Sholtar Temporal Warden level 33
10th Allure 123rd year of Ascendancy at 07:29 see stats
Wibbly Wobbly Timey Wimey Stuff (Nightmare (Adventure) difficulty)
Killed the weaver queen and the temporal defiler.By Steven Weber the Sholtar Temporal Warden level 6
77th Pyre 122nd year of Ascendancy at 18:21 see stats
Log
Temporal hound is no longer out of phase.
Poison spore's poison area effect hits Temporal hound for 35 nature damage.
Poison spore's poison area effect hits Temporal hound for 35 nature damage.
Poison spore's poison area effect hits Steven Weber for (18 to psi shield), 15 nature (15 total damage).
Steven Weber stops spinning fate.
Steven Weber stops weaving fate.
You don't see how to get there...
Space around you starts to dissolve...
Resting starts...
You are yanked out of this place!
Rested for 40 turns (stop reason: saving).
There is a A gate into the old kingdom of Reknor 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.
Saving game...
Saving done.
Steven Weber deactivates Beyond the Flesh.
Steven Weber deactivates Chant of Fortress.
Steven Weber deactivates Wit.
Steven Weber deactivates Temporal Hounds.
Steven Weber deactivates Kinetic Shield.
Steven Weber deactivates Contingency.
Steven Weber deactivates Stalk.
Steven Weber deactivates Weapon Folding.



















































































































