










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Actually Useful Artifact Steamguns 1.3.0Increase the range of artifact steamguns to at least the range of an ordinary steamgun of the same tier. Frequently Asked Questions: Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Items Vault 1.7.6Donators/Buyers bonus! Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Breeding Pits Restoration Project 1.1.5Restores the orc breeding pits cut content to the game. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 21 / 21% |
| Size | medium |
| Lifes / Deaths | Killed by Neruressra the poison ivy at level 21 on the 31st Regrowth 123rd year of Ascendancy at 07:10 / 1 |
Primary Stats
| Strength | 21 (base 10) |
| Dexterity | 1 (base 10) |
| Constitution | 1 (base 15) |
| Magic | 53 (base 50) |
| Willpower | 26 (base 15) |
| Cunning | 36 (base 32) |
Resources
| Life | -313/217 |
| Mana | 268/328 |
| Soul | 8/14 |
| Healing Factor | 0.98785229148203 |
| Regeneration | 15.289455449052 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80.160320641283% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 39.286009934143 |
| See Invisible | 45.286009934143 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 22 |
| Accuracy | -5 |
| Crit Chance | 10% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 52 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Arcane | +9% |
| Cold | +6% |
| All | 0% |
| Temporal | +11% |
| Physical | +25% |
| Mind | +9% |
| Fire | +13% |
| Nature | +6% |
Offense: Damage Penetration
| Darkness | +10% |
| Mind | +35% |
| Arcane | +10% |
Defense: Base
| Armour (hardiness) | 13 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 35 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 47%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 44%( 70%) |
| Cold | + 45%( 70%) |
| All | + 38%( 70%) |
| Darkness | + 39%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 41%( 70%) |
| Physical | + 44%( 70%) |
| Fire | + 59%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
| Poison Resistance | 20% |
| Confusion Resistance | 22% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 88 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (51 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 243 life over 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master necromancer | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Rime wraith | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Spikes of Decrepitude |
| talent | Aura of Undeath |
| detrimental effect | Reduces global action speed by 24%. Slow |
| beneficial effect | 11% chance to fully evade any damaging actions or negative effects. Intangible |
| beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
| beneficial effect | Taking on a spectral form, allowing teleportation back to their original tile. Ghost Walk |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| beneficial effect | The target is out of phase with reality, increasing defense by 15, resist all by 15%, and reducing the duration of detrimental timed effects by 15%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The target is infected by a disease, reducing its dexterity by 15 and doing 16.00 blight damage per turn. Decrepitude Disease |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| beneficial effect | The target has 13 increased life regeneration. Recovery |
| detrimental effect | The target is infected by a disease, reducing its constitution by 15 and doing 16.00 blight damage per turn. Rotting Disease |
| detrimental effect | Soul absorbed upon death. Soul Leech |
| detrimental effect | All damage decreased by 10%. Dazzled |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved talent Foresight (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * 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 |
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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one minotaur nose. You'll need to find one with a ring, preferably an expensive one.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one sandworm tooth. Yes, sandworms have teeth. They're just very small and well back from where you're ever likely to see them and live.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | [vs. pair of iron boots 'Cyrylaith' (10 def, 3 armour) (On feet)]pair of iron boots 'Cyrylaith' (10 def, 3 armour) Requires: - Heavy armour training Infused by psionic forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +10 (+5 eff.) (-) Fatigue: +2% (-) Changes stats: +3(-) Cun / +3(-) Wil Changes resistances: +3%(-) acid Physical save: +7 (+3 eff.) (-) Spell save: +5 (+3 eff.) (-) Mental save: +6 (+3 eff.) (-) Poison immunity: +20% (-) Pinning immunity: +10% (-) Stamina each turn: +1.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Mayolrarevea the brass lantern (Light source)]Mayolrarevea the brass lantern Infused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +1(-) Cun / +7(-) Str Changes resistances penetration: +10%(-) arcane Maximum life: +44.00 (-) Light radius: +5 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. rough leather cap 'Chalerath' (0 def, 2 armour) (On head)]rough leather cap 'Chalerath' (0 def, 2 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +2 (-) Fatigue: +1% (-) Changes resistances: +6%(-) blight / +12%(-) fire / +3%(-) light Physical save: +6 (+3 eff.) (-) Maximum life: +20.00 (-) Infravision radius: +2 (-) A cap made of leather. |
| Tool | [vs. Searsweeper the iron pickaxe (dig speed 38 turns) (Tool)]Searsweeper the iron pickaxe (dig speed 38 turns) Infused by nature 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +2 (-) Defense: +10 (+5 eff.) (-) Changes stats: +1(-) Str Changes resistances: +10%(-) nature Changes resistances penetration: +10%(-) mind Changes damage: +3%(-) fire / +6%(-) nature / +6%(-) physical When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. copper ring 'Manarach' (On fingers, 1 of 2)]copper ring 'Manarach' Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +5(-) Wil Changes resistances: +3%(-) darkness / +6%(-) temporal Mental save: +6 (+3 eff.) (-) See invisible: +3 (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. copper ring 'Manarach' (On fingers, 1 of 2)]Hellsnail Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Changes resistances: +6% fire / +0%(-3%) darkness / +0%(-6%) temporal Changes damage: +9% mind Critical mult.: +5.00% Mental save: +6 (+3 eff.) (-) Confusion immunity: +22% Mental crit. chance: +2% See invisible: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. Yaruyon the Ebonyblur (Around waist)]Yaruyon the Ebonyblur Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 10% chance to reduce damage dealt by 15% Damage (Melee): 0(-10) item darkness numbing Damage when hit (Melee): 8(-) cold Changes stats: +1(-) Con Changes resistances penetration: +10%(-) darkness Maximum life: +32.00 (-) See invisible: +3 (-) A belt that goes around your waist. |
| In main hand | [vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]elm starstaff of channeling (100% power, 2 apr, physical element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) physical Talents granted: +1.00(-) Command Staff Mana each turn: +0.12 (-) Spellpower: +12 (+4 eff.) (-) Spell crit. chance: +1% (-) It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 26 turns. Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. cinder hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)]cinder hardened leather gloves of strength (+3) (0 def, 2 armour) Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +7 (+4 eff.) (-) Armour: +2 (-) Damage (Melee): 7(-) fire Changes stats: +3(-) Str Changes resistances: +5%(-) fire Changes damage: +4%(-) fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | [vs. Ce'Nynor the woollen robe (0 def, 0 armour) (Main armor)]Ce'Nynor the woollen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 2 When wielded/worn: Changes stats: +3(-) Wil / +3(-) Mag Changes resistances: +12%(-) acid / +11%(-) physical / +11%(-) fire / +12%(-) cold / +5%(-) arcane / +9%(-) all Changes resistances penetration: +25%(-) mind Changes damage: +6%(-) acid / +9%(-) physical / +6%(-) cold / +6%(-) fire / +9%(-) arcane / +11%(-) temporal Talents cooldown: Refit Golem (-3(-) turns) Spell save: +18 (+9 eff.) (-) Psi when hit: +0.04 (-) Maximum mana: +13.00 (-) Spellpower: +6 (+2 eff.) (-) Spell crit. chance: +6% (-) Mental crit. chance: +1% (-) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | [vs. Beliroddalach the linen cloak (6 def, 4 armour) (Cloak)]Beliroddalach the linen cloak (6 def, 4 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +4 (-) Defense: +6 (+3 eff.) (-) Changes resistances: +5%(-) arcane Reduces incoming crit damage: 10.00% (-) Physical save: +7 (+3 eff.) (-) Disease immunity: +20% (-) Healing mod.: +10% (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | [vs. copper amulet 'Berytoromimnir' (Around neck)]copper amulet 'Berytoromimnir' Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -5% (-) Life regen: +2.00 (-) Spellpower on spell critical (stacks up to 3 times): +6 (-) Maximum mana: +20.00 (-) Maximum vim: +10.00 (-) Spellpower: +20 (+7 eff.) (-) Defense after a teleport: +5 (-) Resist all after a teleport: +5% (-) New effects duration reduction after a teleport: +5% (-) Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 13%; reduction 2; dur 4; cd 18)Infused by nature 0.10 Encumbrance. [Unique] Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. It can be used to inscribe your skin with the infusion. This wild infusion has evolved. |
This item will automatically be transmogrified when you leave the level.shielding rune (absorb 50; dur 5; cd 14) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 5 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
[vs. copper ring 'Manarach' (On fingers, 1 of 2)]copper ring of clarity Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +0(-5) Wil Changes resistances: +0%(-3%) darkness / +0%(-6%) temporal Mental save: +5 (+3 eff.) (-1 (+0 eff.)) Confusion immunity: +20% See invisible: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. copper ring 'Manarach' (On fingers, 1 of 2)]marksman's copper ring of fire (+20%) Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Changes stats: +2 Dex / +0(-5) Wil Changes resistances: +20% fire / +0%(-3%) darkness / +0%(-6%) temporal Changes damage: +10% fire Mental save: +0 (+0 eff.) (-6 (-3 eff.)) See invisible: +0 (-3) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]elm magestaff of might (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +0%(-10%) physical / +10% cold Talents granted: +1.00(-) Command Staff Mana each turn: +0.00 (-0.12) Spellpower: +3 (+1 eff.) (-9 (-3 eff.)) Spell crit. chance: +6% (+5%) Staves designed for wielders of magic, by the greats of the art. |
[vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]elm starstaff (100% power, 2 apr, physical element) Requires: - Magic 11 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes damage: +10%(-) physical Talents granted: +1.00(-) Command Staff Mana each turn: +0.00 (-0.12) Spellpower: +3 (+1 eff.) (-9 (-3 eff.)) Spell crit. chance: +1% (-) Staves designed for wielders of magic, by the greats of the art. |
[vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]void walker's elm magestaff (100% power, 2 apr, cold element) Requires: - Magic 11 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 1 It must be held with both hands. Power: 100% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +2 (-) Crit. chance: +2.5% (-) Attack speed: 100% (-) When wielded/worn: Changes resistances: +6% darkness / +5% temporal Changes damage: +0%(-10%) physical / +10% cold Talents granted: +1.00(-) Command Staff Mana each turn: +0.00 (-0.12) Spellpower: +3 (+1 eff.) (-9 (-3 eff.)) Spell crit. chance: +1% (-) Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +6% Staves designed for wielders of magic, by the greats of the art. |
[vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. Armyldil the steel battleaxe (120% power, 2 apr) Requires: - Strength 16 Infused by arcane disrupting forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Power: 121% (+21%) Range: 1.5x (+0.3x) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 (-) Crit. chance: +5.0% (+2.5%) Attack speed: 100% (-) On weapon hit: * 20 arcane resource burn * 10% chance to reduce all saves and defense by 18 When wielded/worn: Changes stats: +5 Con / +1 Mag Changes damage: +12% mind / +0%(-10%) physical Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.12) Hate when firing a critical mind attack: +5.00 Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-1%) Infravision radius: +3 Massive two-handed battleaxes. |
[vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel longsword of the mystic (105% power, 3 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / longsword ; tier 2 Power: 106% (+6%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +3 (+1) Crit. chance: +3.0% (+0.5%) Attack speed: 100% (-) When wielded/worn: Accuracy: +5 (+5 eff.) Defense: +7 (+3 eff.) Changes stats: +2 Wil / +2 Mag Changes damage: +0%(-10%) physical Talent granted: +0(+-1) Command Staff Disarm immunity: +24% Mana each turn: +0.00 (-0.12) Spellpower: +9 (+3 eff.) (-3 (-1 eff.)) Spell crit. chance: +0% (-1%) Sharp, long, and deadly. |
[vs. elm starstaff of channeling (100% power, 2 apr, physical element) (In main hand)]This item will automatically be transmogrified when you leave the level. Brenykan the Radiancetrial (111% power, 3 apr) Requires: - Strength 16 Crafted by a master 3.00 Encumbrance. Type: weapon / waraxe ; tier 2 Power: 111% (+11%) Range: 1.4x (+0.2x) Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 (+1) Crit. chance: +4.0% (+1.5%) Attack speed: 100% (-) On weapon crit: + Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +9.0% Effects on melee hit: * 20% chance to slow global speed by 44% Damage when hit (Melee): 6 light Changes resistances: +6% acid / +9% temporal / +9% nature Changes damage: +0%(-10%) physical Talent granted: +0(+-1) Command Staff Mana each turn: +0.00 (-0.12) Spellpower: +0 (+0 eff.) (-12 (-4 eff.)) Spell crit. chance: +0% (-1%) One-handed war axes. |
[vs. Ce'Nynor the woollen robe (0 def, 0 armour) (Main armor)]linen robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil / +0(-3) Mag Changes resistances: +0%(-12%) acid / +0%(-11%) physical / +0%(-12%) cold / +0%(-11%) fire / +0%(-5%) arcane / +7%(-2%) all Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) acid / +0%(-9%) physical / +0%(-6%) cold / +0%(-6%) fire / +0%(-9%) arcane / +0%(-11%) temporal Talent cooldown: Refit Golem ((+0(+3) turn) Spell save: +0 (+0 eff.) (-18 (-9 eff.)) Psi when hit: +0.00 (-0.04) Maximum mana: +0.00 (-13.00) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Spell crit. chance: +0% (-6%) Mental crit. chance: +0% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Ce'Nynor the woollen robe (0 def, 0 armour) (Main armor)]spellwoven linen robe (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 1 When wielded/worn: Changes stats: +0(-3) Wil / +0(-3) Mag Changes resistances: +0%(-12%) acid / +0%(-11%) physical / +0%(-12%) cold / +0%(-11%) fire / +0%(-5%) arcane / +7%(-2%) all Changes resistances penetration: +0%(-25%) mind Changes damage: +0%(-6%) acid / +0%(-9%) physical / +0%(-6%) cold / +0%(-6%) fire / +0%(-9%) arcane / +0%(-11%) temporal Talent cooldown: Refit Golem ((+0(+3) turn) Spell save: +16 (+8 eff.) (-2 (-1 eff.)) Psi when hit: +0.00 (-0.04) Maximum mana: +0.00 (-13.00) Spellpower: +2 (+1 eff.) (-4 (-1 eff.)) Spell crit. chance: +2% (-4%) Mental crit. chance: +0% (-1%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Yaruyon the Ebonyblur (Around waist)]insulating rough leather belt Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Damage (Melee): 0(-10) item darkness numbing Damage when hit (Melee): 0(-8) cold Changes stats: +0(-1) Con Changes resistances: +5% cold / +5% fire Changes resistances penetration: +0%(-10%) darkness Maximum life: +0.00 (-32.00) See invisible: +0 (-3) A belt that goes around your waist. |
[vs. Beliroddalach the linen cloak (6 def, 4 armour) (Cloak)]Barktickler the linen cloak (1 def, 5 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +5 (+1) Defense: +1 (+0 eff.) (-5 (-3 eff.)) Effects on melee hit: * 20% chance to slow global speed by 44% Changes resistances: +3% darkness / +12% cold / +5%(-) arcane / +3% nature Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Disease immunity: +0% (-20%) Healing mod.: +0% (-10%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Beliroddalach the linen cloak (6 def, 4 armour) (Cloak)]linen cloak of the Shaloren (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Armour: +0 (-4) Defense: +1 (+0 eff.) (-5 (-3 eff.)) Changes stats: +1 Wil / +1 Mag Changes resistances: +0%(-5%) arcane Reduces incoming crit damage: 0.00% (-10.00%) Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Disease immunity: +0% (-20%) Healing mod.: +0% (-10%) Defense after a teleport: +0 (-5) Resist all after a teleport: +0% (-5%) New effects duration reduction after a teleport: +0% (-5%) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. pair of iron boots 'Cyrylaith' (10 def, 3 armour) (On feet)]Scorchking (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +0% (-2%) Damage when hit (Melee): 2 fire Changes stats: +4 Dex / +0(-3) Wil / +0(-3) Cun / +6 Lck Changes resistances: +0%(-3%) acid / +3% temporal / +9% light / +6% fire / +5% arcane Changes damage: +3% lightning Stealth bonus: +6 Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +0% (-20%) Pinning immunity: +0% (-10%) Stamina each turn: +0.00 (-1.00) A pair of boots made of leather. |
[vs. pair of iron boots 'Cyrylaith' (10 def, 3 armour) (On feet)]Voidpall the pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +0% (-2%) Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +6% lightning / +9% temporal / +0%(-3%) acid Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +0% (-20%) Disease immunity: +20% Pinning immunity: +0% (-10%) Stamina each turn: +0.00 (-1.00) Healing mod.: +5% A pair of boots made of leather. |
[vs. pair of iron boots 'Cyrylaith' (10 def, 3 armour) (On feet)]grounding pair of rough leather boots (0 def, 1 armour) Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Fatigue: +0% (-2%) Changes stats: +0(-3) Cun / +0(-3) Wil Changes resistances: +6% lightning / +5% temporal / +0%(-3%) acid Physical save: +0 (+0 eff.) (-7 (-3 eff.)) Spell save: +0 (+0 eff.) (-5 (-3 eff.)) Mental save: +0 (+0 eff.) (-6 (-3 eff.)) Poison immunity: +0% (-20%) Pinning immunity: +0% (-10%) Stamina each turn: +0.00 (-1.00) A pair of boots made of leather. |
[vs. cinder hardened leather gloves of strength (+3) (0 def, 2 armour) (On hands)]Xanyvea (0 def, 1 armour) Requires: - Heavy armour training Infused by psionic forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +6 (+6 eff.) Physical power: +0 (+0 eff.) (-7 (-4 eff.)) Armour: +1 (-1) Fatigue: +1% Damage (Melee): 0(-7) fire Changes stats: +0(-3) Str Changes resistances: +0%(-5%) fire / +3% nature / +6% light Changes damage: +0%(-4%) fire Physical save: +8 (+4 eff.) Mental save: +5 (+3 eff.) Disarm immunity: +21% Confusion immunity: +10% Only die when reaching: -20.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. rough leather cap 'Chalerath' (0 def, 2 armour) (On head)]Falenik the linen wizard hat (1 def, 0 armour) Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +2 Armour: +0 (-2) Defense: +1 (+0 eff.) Fatigue: +0% (-1%) Changes stats: +1 Str Changes resistances: +9% lightning / +0%(-3%) light / +0%(-6%) blight / +5%(-7%) fire / +5% cold Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-20.00) Infravision radius: +0 (-2) A pointy cloth hat, very wizardly... |
[vs. rough leather cap 'Chalerath' (0 def, 2 armour) (On head)]iron helm of strength (+3) (0 def, 3 armour) Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 (+1) Fatigue: +5% (+4%) Changes stats: +3 Str Changes resistances: +0%(-6%) blight / +0%(-12%) fire / +0%(-3%) light Physical save: +0 (+0 eff.) (-6 (-3 eff.)) Maximum life: +0.00 (-20.00) Infravision radius: +0 (-2) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
2 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes 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. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+2 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
[vs. Mayolrarevea the brass lantern (Light source)]brass lantern 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Changes stats: +0(-1) Cun / +0(-7) Str Changes resistances penetration: +0%(-10%) arcane Maximum life: +0.00 (-44.00) Light radius: +3 (-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. |
[vs. Mayolrarevea the brass lantern (Light source)]This item will automatically be transmogrified when you leave the level. scorching brass lantern Powered by arcane forces 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Damage when hit (Melee): 11 fire Changes stats: +0(-1) Cun / +0(-7) Str Changes resistances: +6% fire Changes resistances penetration: +0%(-10%) arcane Maximum life: +0.00 (-44.00) Light radius: +3 (-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. |
Planar Beacon Powered by arcane forces 1.00 Encumbrance. [Unique] Type: lite / lite When wielded/worn: Changes stats: +0(-1) Cun / +0(-7) Str Changes resistances penetration: +0%(-10%) arcane Maximum life: +0.00 (-44.00) Light radius: +3 (-2) It can be used to activate talent Fearscape Shift (costing 22 power out of 25/25) : Effective talent level: 2.0 Power cost: 22 out of 25/25. Range: 5 Travel Speed: instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 95.71 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 95.71 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
[vs. Searsweeper the iron pickaxe (dig speed 38 turns) (Tool)]Bizzare Contraption 2.00 Encumbrance. [Unique] Type: misc / tool ; tier 2 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +8 Cun / +0(-1) Str Changes resistances: +15% lightning / +0%(-10%) nature Changes resistances penetration: +0%(-10%) mind Changes damage: +15% lightning / +0%(-3%) fire / +0%(-6%) nature / +0%(-6%) physical Physical save: +18 (+9 eff.) When carried: Talent granted: +0(+-1) Dig This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
[vs. Searsweeper the iron pickaxe (dig speed 38 turns) (Tool)]This item will automatically be transmogrified when you leave the level. iron pickaxe 'Glowswift' (dig speed 31 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+4 eff.) Armour: +0 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +1(-) Str / +2 Cun Changes resistances: +0%(-10%) nature / +9% fire Changes resistances penetration: +10% light / +0%(-10%) mind Changes damage: +0%(-6%) physical / +0%(-3%) fire / +21% light / +0%(-6%) nature Light radius: +3 Infravision radius: +3 When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
[vs. Searsweeper the iron pickaxe (dig speed 38 turns) (Tool)]miner's iron pickaxe (dig speed 29 turns) Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Armour: +0 (-2) Defense: +0 (+0 eff.) (-10 (-5 eff.)) Changes stats: +1(-) Str Changes resistances: +0%(-10%) nature Changes resistances penetration: +0%(-10%) mind Changes damage: +0%(-3%) fire / +0%(-6%) nature / +0%(-6%) physical Infravision radius: +1 When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
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) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)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 Activation costs 172 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. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Ynlydr the Cornac Necromancer level 11
56th Dusk 122nd year of Ascendancy at 19:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Ynlydr the Cornac Necromancer level 10
9th Flare 122nd year of Ascendancy at 16:39 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Ynlydr the Cornac Necromancer level 20
14th Regrowth 123rd year of Ascendancy at 08:29 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Ynlydr the Cornac Necromancer level 20
14th Regrowth 123rd year of Ascendancy at 13:39 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Ynlydr the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 08:39 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Ynlydr the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 10:50 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Ynlydr the Cornac Necromancer level 14
55th Haze 122nd year of Ascendancy at 07:29 see stats
Log
You do not have line of sight.
Ynlydr casts Ghost Walk.
You do not have line of sight.
Ynlydr casts Ghost Walk.
You do not have line of sight.
Ynlydr casts Ghost Walk.
Ynlydr is out of phase.
Ynlydr's form becomes intangible!
Armoured skeleton warrior is no longer out of phase.
Skeleton mage casts Manathrust.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Master vampire for 215 arcane damage.
Skeleton mage hits Skeleton master archer for 0 arcane damage.
Skeleton mage hits Something for 0 arcane damage.
Thought-forged bowman uses Crippling Shot.
Armoured skeleton warrior uses Block.
Armoured skeleton warrior uses Shield Pummel.
Master vampire is afflicted by a rotting disease!
Armoured skeleton warrior hits Master vampire for 19 cold, 6 cold, 6 cold, 25 cold, 6 cold, 6 cold (70 total damage).
Master vampire misses Armoured skeleton warrior.
Ynlydr slows down.
Thought-forged bowman's Crippling Shot hits Ynlydr for 71 physical damage.
Ynlydr's desolate waste area effect hits Xanunne the giant black ant for 5 cold damage.
Ynlydr's desolate waste area effect hits Xanunne the giant black ant for 5 cold damage.
Ynlydr is afflicted by a rotting disease!
Ynlydr is not stunned anymore.
Decrepitude Disease from Master vampire hits Ynlydr for 4 blight damage.
Rotting Disease from Armoured skeleton warrior hits Master vampire for 6 cold damage.
Neruressra the poison ivy uses Mind Sear.
Neruressra the poison ivy's mind surges with critical power!




























































































