












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Morvarc'h's Improved Escorts 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Nekarcos's Quality of Life 07: Visible Size Categories (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Customizable LevelUp 1.7.2Provides an in-game menu to customize what, if any, additional benefits your character gains when leveling up. You can access these settings by going to the SparkLevel tab in the Game Options. Changelog 1.0.1 - 2020-12-31 1.0.2 - 2021-01-02 1.0.3 - 2021-01-02 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Vox Eyal 1.7.6[Not compatible with Verbose Enemies] A total rework of the "Verbose Enemies" mod. Supports blacklist filtering to prevent non-humanoids from taunting if you don't want them to, taunt rate tuning, etc. Includes UI config panel (under Misc Tab) for real-time adjustments. Originally based on Death by a Thousand Taunts by Deeborm and Verbose Enemies by stuntofthelitter. While some people may be ok with Gen-Z nonsense, brainrot, and non-sequiturs, I felt the need to curate and split the list and in the process, ended up adding a ton of new features. [Not compatible with Verbose Enemies] More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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 | Male |
| Race | Cornac |
| Class | Sun Paladin |
| Level / Exp | 25 / 45% |
| Size | medium |
| Lifes / Deaths | Killed by Nerydhebeth the giant spider at level 25 on the 38th Haze 122nd year of Ascendancy at 18:51 / 1 |
Primary Stats
| Strength | 74 (base 53) |
| Dexterity | 45 (base 40) |
| Constitution | 70 (base 53) |
| Magic | 53 (base 51) |
| Willpower | 64 (base 53) |
| Cunning | 43 (base 34) |
Resources
| Life | -201/866 |
| Mana | 474/554 |
| Stamina | 257/307 |
| Positive | 59/122 |
| Healing Factor | 1.4772792565121 |
| Regeneration | 28.226048700448 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32% |
| Spell | 0% |
| Global | +112% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 11 |
| See Stealth | 73.422116348253 |
| See Invisible | 73.422116348252 |
Offense: Mainhand
| Damage | 120 |
| Accuracy | 60 |
| Crit Chance | 43% |
| APR | 5 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 36 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Cold | +23% |
| Arcane | +15% |
| Fire | +3% |
| Light | +22% |
Offense: Damage Penetration
| Light | +51% |
| Fire | +13% |
| Physical | +9% |
| Cold | +10% |
| Nature | +2% |
Defense: Base
| Armour (hardiness) | 63.484744767153 (100%) |
| Defense | 46 |
| Ranged Defense | 46 |
| Fatigue | 46 |
| Physical Save | 54 |
| Spell Save | 67 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 41%( 73%) |
| Blight | + 35%( 73%) |
| Arcane | + 38%( 73%) |
| Cold | + 73%( 73%) |
| All | + 31%( 73%) |
| Darkness | + 63%( 73%) |
| Light | + 73%( 73%) |
| Temporal | + 40%( 73%) |
| Physical | + 33%( 73%) |
| Lightning | + 43%( 73%) |
| Fire | + 33%( 73%) |
| Nature | + 67%( 73%) |
Defense: Immunities
| Stun Resistance | 21% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 46% |
| Poison Resistance | 20% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 403 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 209 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Class Talents
| Celestial / Guardian | 2.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Celestial / Crusader | 2.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Enhancement | 2.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Shield defense | 0.90 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Celestial / Combat | 2.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Two-handed assault | 1.80 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Celestial / Radiance | 6.90 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat techniques | 1.80 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.80 |
| 5/5 |
| 5/5 |
| 3/5 |
| 4/5 |
| Celestial / Light | 2.10 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Technique / Combat training | 1.80 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Spell / Stone alchemy | 0.90 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 0.90 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.70 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Celestial / Chants | 2.10 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you gained talent category Spell / Divination (at mastery 0.90). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.90). | done |
You successfully escorted the lost soldier to the recall portal on level 1 of Heart of the Gloom. Escort: lost soldier (level 1 of Heart of the Gloom)As a reward you gained talent category Technique / Shield defense (at mastery 0.90). | done |
You successfully escorted the lost spellblade to the recall portal on level 2 of Old Forest. Escort: lost spellblade (level 2 of Old Forest)As a reward you gained talent category Spell / Enhancement (at mastery 0.90). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Norgos Lair. Escort: lost warrior (level 2 of Norgos Lair)As a reward you gained talent category Technique / Conditioning (at mastery 0.90). | 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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * 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. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 36. | 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 |
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 precision. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice ant stinger. * You've found the needed warg claw. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(121 power, based on Willpower). Uses 5 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | iron helm 'Mayesenn' (5 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Str defense ------ Armor +3 Defense +5 (+2 eff.) Fatigue +5% Resistance +6% lightning +2% physical +3% temporal Unlife -20.00 life Blind Resist +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | dwarven-steel gauntlets 'Abysssweep' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str +2 Wil +4 Con offense ------ Damage +3% fire When Hit 6 fire defense ------ Armor +2 Fatigue +3% Resistance +6% blight +6% acid +5% arcane +9% darkness Disarm Resist +29% other ------- Masteries +0.20 Technique/Grappling 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. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +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. |
| On fingers | psionicist's copper ring of the serpent0.1 Encumbrance T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil offense ------ Ignore resists +2% nature defense ------ Mind save +6 (+2 eff.) Poison Resist +20% Rings make your fingers look great! |
| On fingers | copper ring of war0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str +4 Con Talents granted by this ego do not have their typical weapon type requirements. Skullcracker: Effective talent level: 2.0 Power cost 15 out of 30/30. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 167.1 Physical damage. If the attack hits, the target is confused (38% effect) for 4 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. Rings make your fingers look great! |
| Around neck | Chaliyastir0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str defense ------ Armor +4 Defense +6 (+2 eff.) Resistance +11% lightning +3% fire +3% light +9% temporal Max Resistance +3% all Physical save +8 (+2 eff.) Stun Resist +21% Amulets make your neck look great! |
| In main hand | warbringer's stralite longsword of venom (34-48 power, 5 apr)3.0 Encumbrance T4 longsword 1H weapon [Ego++] Master Weapon Damage 34.0 - 47.6 Physical Uses 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +5 Critical Rate +11.5% Attack Speed 100% On Critical: * The target is poisoned, taking nature damage per turn and decreasing all heals received by 20%. Damage is based on Cunning. While equipped: Stats +5 Con offense ------ Physical Power +11 (+3 eff.) Ignore resists +9% physical defense ------ Disarm Resist +17% Sharp, long, and deadly. |
| Around waist | wyrm's hardened leather belt of burglary1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +5 Cun +7 Lck offense ------ Damage +8% cold Ignore resists +13% fire defense ------ Resistance +8% acid Stealth +8 other ------- Disarm Traps +5 Infravision +4 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 26-37 power, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature When used to Attack: Weapon Damage 26.5 - 37.1 Physical Uses 150% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.0% Block +60 While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | spellcowled linen cloak of vigor (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Dex +2 Mag +2 Wil +2 Con offense ------ Move Speed +12% defense ------ Defense +1 (+1 eff.) Fatigue -5% Spell save +5 (+2 eff.) Life Regen +3.00 other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Hazearc (0 def, 13 armour)17.0 Encumbrance T4 massive armor [Random Unique] Arcane/Master While equipped: Stats +5 Str +2 Con offense ------ On-Hit 14 nature 13 cold Damage +15% arcane Ignore resists +10% cold When Hit 13 nature 11 cold defense ------ Armor +13 Fatigue +22% Resistance +17% darkness +5% arcane +20% cold +22% nature +12% light Life +30.00 A suit of armour made of metal plates. |
Inventory
Blood of Life0.4 Encumbrance potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
shatter afflictions rune of the warrior (absorb 94; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 365; dur 4; cd 16)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 365 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Bloodfire Whorl Bloodfire Whorl0.1 Encumbrance T2 amulet jewelry [Unique] Arcane/Master While equipped: offense ------ Spellpower/crit +4 When Hit 8 fire defense ------ Fatigue -4% Resistance +5% blight +5% fire Life Regen +2.00 other ------- Vim-on-crit +2.00 Max vim +7.00 Talents +1 Inner Flame Inner Flame: The magic in your blood and fire in your heart empowers you, increasing Fire Resistance by -8.80%, Fire Affinity by -5.60%, and Fire Damage by -10.27%. This bonus is based on your current life and Magic stat A mesmerizing orange gem is set into this silver necklace. The spiralling glow within seems to pulse in tune with your heartbeat. |
Velithra the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Str offense ------ Mind Crit +1% defense ------ Resistance +10% lightning +11% mind Mind save +3 (+1 eff.) Confus Resist +22% Stun Resist +24% other ------- Psi when Hit +0.12 Amulets make your neck look great! |
Torumadas the ash vilestaff (19-23 power, 3 apr, blight element)5.0 Encumbrance T2 staff 2H weapon [Rare] Arcane Weapon Damage 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +13 Wil offense ------ Spell Crit +2% Spellpower +10 (+5 eff.) Damage +19% blight Ignore resists +20% blight +25% arcane other ------- Mana/turn +0.16 Mana-on-crit +2.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
The Schism (20-24 power, 4 apr, arcane element) The Schism (20-24 power, 4 apr, arcane element)5.0 Encumbrance T3 staff 1H weapon [Unique] Arcane Weapon Damage 20.0 - 24.0 Temporal Uses 100% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% On Crit: 24% Unstable Vortex level 2 While equipped: offense ------ Spell Crit +4% Spellpower/crit +3 Damage +5% arcane +30% temporal Ignore resists +20% arcane +22% temporal defense ------ Anomaly Control -9 other ------- Mana/turn -2.00 On Spell Hit: 6% Manahread level 1 On Spell Hit: 14% Scismlash level 1 Each turn the stats on this staff fluctuate and the damage type has a 50% chance to change from Temporal to Arcane and vice versa. This 'staff' is short enough to be wielded in one hand and is too unstable to command. This staff, whose upper half seems trapped in a never ending explosion, looks like it was an attempt to blend arcane and temporal energies. The result is both wildly successful and horribly unstable. |
Electrocutioner (40-60 power, 23 apr) Electrocutioner (40-60 power, 23 apr)3.0 Encumbrance T3 battleaxe 2H weapon [Unique] Nature Weapon Damage 40.0 - 60.0 Physical Uses 20% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +23 Critical Rate +6.0% Attack Speed 100% On-hit +20 lightning +12 physical +9 nature +13 bleed On Hit: * 33% chance to inflict Haywire on hit. If it does, there is a 50% chance a Deep Wound is also inflicted. While equipped: offense ------ Damage +17% lightning +9% physical +10% bleed This dark metal axe humms ominously, arcs of electricity leaping from its edge. You sense a terrible energy within it. |
stralite battleaxe of corruption (47-70 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon [Ego+] Arcane Weapon Damage 47.0 - 70.5 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 4 Massive two-handed battleaxes. |
Chalumas (66-98 power, 3 apr)5.0 Encumbrance T4 greatmaul 2H weapon [Random Unique] Arcane/Master Weapon Damage 65.5 - 98.2 Physical Uses 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +12.5% Attack Speed 100% Damage Against +24% Horror +19% Demon On Critical: * The target is poisoned and sick, doing nature damage per turn. Each time it tries to use a talent there is 20% chance of failure. Damage is based on Cunning. * Strike your target with a blast of Arcane energy dealing 117 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: Stats +1 Dex +1 Mag +2 Wil +3 Cun +5 Con offense ------ Critical power +34.00% Massive two-handed mauls. |
Whisper of Dusk (46-74 power, 9 apr) Whisper of Dusk (46-74 power, 9 apr)3.0 Encumbrance T3 greatsword 2H weapon [Unique] Master Weapon Damage 46.0 - 73.6 Physical Uses 90% Str, 50% Dex Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +16.0% Attack Speed 120% On-crit, radius 2 +17 phys.bleed While equipped: Stats +3 Cun +5 Dex defense ------ Fatigue -14% Slow Projectiles +14% Dusk's Whisper: Effective talent level: 2.0 Power cost 13 out of 50/50. Range 6 Travel.spd 2000% of base Description: You quickly move up to 6 tiles to arrive adjacent to a target location you can see, slashing through anyone in your way. During your movement, you attack all foes within one grid of your path with your weapon for 92% weapon damage, also inflicting a Deep Wound for 50% of the damage dealt over 5 turns and reducing their healing received by 30%. Struck targets left with less than 20% of their life may die instantly! A seemingly innocuous blade, it promises a swift and merciless death to your enemies if you but listen to its murmurs. |
deep-steel trident of enduring (28-44 power, 10 apr)3.0 Encumbrance T3 trident 2H weapon [Ego+] Nature Weapon Damage 27.5 - 44.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +7 Con +12 Wil defense ------ Life +66.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
chilling dwarven-steel dagger of projection (16-21 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Arcane/Psionic Weapon Damage 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +11 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
stormbringer's stralite dagger of erosion (30-38 power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature Weapon Damage 29.5 - 38.4 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +6 nature On-crit, radius 2 +28 lightning +25 cold While equipped: offense ------ Move Speed +35% Ignore resists +15% lightning +11% cold Sharp, short and deadly. |
thorny mindstar of sand (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 6 physical Damage +9% physical Ignore resists +10% physical defense ------ Resistance +11% physical other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Rainsnake (0 def, 11 armour, 10-11 power, 23 block)7.0 Encumbrance T1 shield armor [Rare] Master When used to Attack: Weapon Damage 9.5 - 11.4 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +23 On-Hit, radius 1 +12 cold While equipped: Stats +1 Cun +1 Dex defense ------ Armor +11 Fatigue +8% Resistance +16% fire other ------- Talents +1 Block Handheld deflection devices. |
mindwoven Rags of the Sanctuary (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Psionic While equipped: offense ------ Mind Crit +3% Mindpower +3 (+1 eff.) defense ------ Resistance +7% all Mind save +16 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+4 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+4 eff.) Resistance +30% nature +11% all Physical save +10 (+3 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Evermoss Robe (12 def, 0 armour)2.0 Encumbrance T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil offense ------ Mind Crit +5% Mindpower +12 (+4 eff.) Damage +30% nature Ignore resists +10% nature When Hit 35 nature slow defense ------ Defense +12 (+4 eff.) Resistance +25% nature +13% all Physical save +15 (+5 eff.) Life Regen +0.20 Healmod +15% other ------- Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
The Untouchable (14 def, 12 armour)9.0 Encumbrance T3 light armor [Unique] Arcane While equipped: Stats +8 Cun offense ------ Ignore Armor +10 defense ------ Armor +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
prismatic drakeskin leather armour of stability (20 def, 8 armour)9.0 Encumbrance T5 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +8 Defense +20 (+7 eff.) Fatigue +8% Resistance +5% physical +16% light +16% darkness Physical save +21 (+6 eff.) A suit of armour made of leather. |
superhard steel mail armour of temporal resistance (2 def, 19 armour)14.0 Encumbrance T2 heavy armor [Ego+] Arcane/Master While equipped: defense ------ Armor +19 Hardiness +5% Defense +2 (+1 eff.) Fatigue +32% Resistance +18% temporal A suit of armour made of mail. |
ornate voratun mail armour of the deep (5 def, 13 armour)14.0 Encumbrance T5 heavy armor [Ego++] Nature/Master While equipped: Stats +5 Cun +7 Con defense ------ Armor +13 Defense +5 (+2 eff.) Fatigue +12% Resistance +7% acid +9% cold Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) other ------- Breathe water A suit of armour made of mail. |
Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blood-soaked pair of hardened leather boots of kicking (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Master While equipped: offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Accuracy +10 (+2 eff.) Ignore Armor +5 defense ------ Armor +3 Physical save +9 (+3 eff.) Knockback Kick: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 30/30. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: You kick your foe back, booting it for 100% weapon damage, knocking it back 4 tiles, and stunning it for 3 turns, as well as knocking aside all foes in its path. A pair of boots made of leather. |
pair of hardened leather boots of evasion (8 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: defense ------ Armor +3 Defense +8 (+3 eff.) Evasion: (Instant) Puts all charms on 15 turn cooldown Effective talent level: 2.0 Power cost 15 out of 30/30. Range melee/personal Cooldown: 25 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
hardened leather gloves 'Strikemire' (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +3 Dex +3 Cun +10 Con offense ------ On-Hit 8 lightning Damage +8% lightning +9% cold Ignore resists +10% lightning defense ------ Armor +2 Resistance +13% lightning +18% cold Crit Resistance 15.00% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
aetheric dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 4 arcane 3 lightning Damage +3% arcane +2% lightning defense ------ Armor +2 Fatigue +3% Mind save +6 (+2 eff.) 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. |
aegis cashmere wizard hat of arcana (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +5 (+3 eff.) defense ------ Defense +2 (+1 eff.) Shield Power +5% Life Regen +2.70 A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 8 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 35.08 to 105.25 lightning damage (70.17 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Eye of the Forest (8 def, 0 armour)2.0 Encumbrance T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil offense ------ Damage +20% nature Ignore resists +15% nature defense ------ Defense +8 (+3 eff.) Mind save +12 (+4 eff.) Blind Resist +100% other ------- Infravision +2 See Stealth +15 See Invisibility +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Effective talent level: 2.0 Power cost 17 out of 35/35. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a mind power and a nature gift 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. |
8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Physical save +8 (+2 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 15 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
317 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 13 out of 25/25. Range 5 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 87.81 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 87.81 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. |
miner's iron pickaxe (dig speed 30 turns)3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (4/4)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 98 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. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Aran the Cornac Sun Paladin level 22
15th Haze 122nd year of Ascendancy at 10:25 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Aran the Cornac Sun Paladin level 12
50th Dusk 122nd year of Ascendancy at 08:08 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Aran the Cornac Sun Paladin level 23
23rd Haze 122nd year of Ascendancy at 17:03 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Aran the Cornac Sun Paladin level 24
38th Haze 122nd year of Ascendancy at 10:04 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Aran the Cornac Sun Paladin level 22
15th Haze 122nd year of Ascendancy at 10:52 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Aran the Cornac Sun Paladin level 10
2nd Mirth 122nd year of Ascendancy at 06:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Aran the Cornac Sun Paladin level 20
12nd Haze 122nd year of Ascendancy at 21:46 see stats
Lost in translation (Insane (Roguelike) difficulty)
Destroyed the naga portal in the slazish fens and got caught in the after-effect.By Aran the Cornac Sun Paladin level 4
77th Pyre 122nd year of Ascendancy at 08:41 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Aran the Cornac Sun Paladin level 24
38th Haze 122nd year of Ascendancy at 10:04 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Aran the Cornac Sun Paladin level 24
37th Haze 122nd year of Ascendancy at 18:06 see stats
Tales of the Spellblaze (Insane (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Aran the Cornac Sun Paladin level 22
15th Haze 122nd year of Ascendancy at 10:25 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Aran the Cornac Sun Paladin level 22
15th Haze 122nd year of Ascendancy at 10:25 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Aran the Cornac Sun Paladin level 24
38th Haze 122nd year of Ascendancy at 10:04 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Aran the Cornac Sun Paladin level 22
15th Haze 122nd year of Ascendancy at 07:52 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Aran the Cornac Sun Paladin level 14
79th Dusk 122nd year of Ascendancy at 14:16 see stats
Log
Aran hits Nerydhebeth the giant spider for 73 arcane damage.
Searing Sight hits Nerydhebeth the giant spider for 56 light damage.
Nerydhebeth the giant spider's arcane area effect hits Aran for 427 arcane damage.
Aran receives 9 healing from Shield of Light.
Nerydhebeth the giant spider uses Infusion: Healing.
Nerydhebeth the giant spider receives 145 healing from Infusion: Healing.
Nerydhebeth the giant spider casts Metaflow.
Nerydhebeth the giant spider is overflowing with energy!
Nerydhebeth the giant spider deactivates Energy Alteration.
Nerydhebeth the giant spider activates Energy Alteration.
Nerydhebeth the giant spider deactivates Arcane Power.
Nerydhebeth the giant spider activates Arcane Power.
Nerydhebeth the giant spider deactivates Keen Senses.
Nerydhebeth the giant spider activates Keen Senses.
Nerydhebeth the giant spider deactivates Spellcraft.
Nerydhebeth the giant spider activates Spellcraft.
You collect a new ingredient: giant spider spinneret (1).
Aran hits Nerydhebeth the giant spider for 138 physical, 69 light, 14 cold, 10 nature, 29 fire, 22 light (282 total damage).
Weapon of Wrath hits Nerydhebeth the giant spider for 585 fire damage.
Shield of Light hits Nerydhebeth the giant spider for 92 light, 151 light, 31 cold, 22 nature, 63 fire, 49 light (408 total damage).
Shield of Light killed Nerydhebeth the giant spider!
Aran is recovering from the damage!
Aran receives 9 healing from Shield of Light.
Nerydhebeth the giant spider's arcane area effect hits Aran for 427 arcane damage.
Aran picks up (f.): Torumadas the ash vilestaff (19-23 power, 3 apr, blight element).
Aran receives 9 healing from Shield of Light.
Nerydhebeth the giant spider's arcane area effect hits Aran for 427 arcane damage.
Aran the level 25 cornac sun paladin was mana-torn to death by Nerydhebeth the giant spider on level 2 of Durorath.




































































































































