









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | cauterize counter 1.2.5Shows a count of spells cast and damage taken in the Cauterize prodigy display Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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.
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. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] 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 1.6.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Doombringer |
| Level / Exp | 28 / 43% |
| Size | medium |
| Lifes / Deaths | Killed by Islilaith the netherworm mass at level 28 on the 2nd Decay 122nd year of Ascendancy at 07:32 / 1 |
Primary Stats
| Strength | 52 (base 42) |
| Dexterity | 27 (base 14) |
| Constitution | 34 (base 19) |
| Magic | 65 (base 60) |
| Willpower | 16 (base 10) |
| Cunning | 14 (base 11) |
Resources
| Life | -127/847 |
| Mana | 172/292 |
| Stamina | 176/196 |
| Vim | 0/248 |
| Healing Factor | 1.1853365646231 |
| Regeneration | 15.705709481256 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 17.342941493866 |
| See Invisible | 24.342941493866 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 75 |
| Accuracy | 43 |
| Crit Chance | 24% |
| APR | 16 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +24% |
| Fire | +10% |
| Nature | +15% |
| Darkness | +9% |
| Physical | +6% |
| Mind | +27% |
| All | 0% |
Offense: Damage Penetration
| Mind | +53% |
| Fire | +94% |
| All | +33% |
Defense: Base
| Armour (hardiness) | 34 (68.594633868923%) |
| Defense | 61 |
| Ranged Defense | 61 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 29 |
| Mental Save | 11 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Cold | + 48%( 70%) |
| All | + 18%( 70%) |
| Darkness | + 23%( 70%) |
| Light | + 18%( 70%) |
| Mind | + 23%( 70%) |
| Lightning | + 31%( 70%) |
| Fire | + 41%( 70%) |
| Nature | + 43%( 70%) |
Defense: Immunities
| Stun Resistance | 93% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 12% |
| Silence Resistance | 10% |
| Bleed Resistance | 100% |
| Disarm Resistance | 40% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 30% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 185.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Magic stat. |
Class Talents
| Corruption / Wrath | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed vial of wight ectoplasm. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Beuletar (30 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +7 Defense: +30 (+8 eff.) Changes stats: +8 Lck / +5 Dex Changes resistances: +6% darkness Reduces incoming crit damage: 15.00% Stealth bonus: +8 Life regen: +4.00 Only die when reaching: -40.00 life A pair of boots made of leather. |
| Light source | Arthygorab the alchemist's lampCrafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Armour penetration: +7 Changes stats: +3 Cun / +2 Str Changes resistances penetration: +8% all Changes damage: +6% physical Critical mult.: +15.00% Stamina each turn: +1.00 Light radius: +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Salemina (0 def, 4 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Armour: +4 Fatigue: +4% Changes stats: +1 Dex / +2 Wil Changes resistances: +12% cold Physical save: +18 (+6 eff.) Silence immunity: +10% Life regen: +4.00 Infravision radius: +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | evasive steel torque of clear mind [power 2] (25 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 It can be used to remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 25 turns. When used: * Gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Glorawyn the PhoenixwitchCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +6% mind Changes resistances penetration: +20% mind / +25% fire Changes damage: +12% mind Stun/Freeze immunity: +33% Life regen: +3.00 Rings make your fingers look great! |
| On fingers | gold quartz ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +14% acid / +21% fire / +16% lightning / +18% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Magmaumbra' =3 stam 80hp=Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Changes resistances: +6% acid / +7% fire / +6% cold Changes resistances penetration: +20% fire Changes damage: +6% acid Stamina each turn: +3.00 Only die when reaching: -80.00 life A belt that goes around your waist. |
| In main hand | elemental dwarven-steel greatsword of evisceration (141% power, 2 apr)Requires: - Strength 24 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 142% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * Create an explosion dealing 86 fire damage (1/turn) On weapon crit: * Wound the target dealing 214 physical damage across 5 turns and reducing healing by 50% When wielded/worn: Physical crit. chance: +10.0% Physical power: +10 (+3 eff.) Changes resistances penetration: +16% fire Changes damage: +10% fire Massive two-handed swords. |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)Infused by nature 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 3 When wielded/worn: Armour: +15 Armour Hardiness: +30% Defense: +10 (+3 eff.) Damage when hit (Melee): 20 nature slow / 20 poison Changes stats: +5 Con / +4 Wil Changes resistances: +30% nature / +11% all Changes damage: +15% acid / +15% nature / +15% mind Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mindpower: +10 (+5 eff.) Mental crit. chance: +5% 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. |
| Cloak | Shadowwilter the cashmere cloak (7 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +7 (+2 eff.) Damage when hit (Melee): 6 darkness Changes stats: +2 Str / +3 Con Changes damage: +3% acid / +9% darkness Critical mult.: +20.00% Physical save: +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | vitalizing copper amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Con Physical save: +7 (+2 eff.) Blindness immunity: +12% Life regen: +2.00 Maximum life: +34.00 Infravision radius: +3 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Inventory
Mirror Image Rune (dur 6; cd 24)Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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. 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. |
Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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. |
acid wave rune of the warrior (damage 255; dur 4; cd 20)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: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 254.70 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. 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. |
blink rune of the sneak (range 5; phase 15; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Cunning stat. 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. |
shatter afflictions rune (absorb 32; cd 15)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: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 32 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. 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. |
shatter afflictions rune of the warrior (absorb 100; 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 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 100 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. 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. |
shielding rune of the warrior (absorb 398; dur 5; cd 16)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: 16 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 398 damage for 5 turns. Its effects scale with your Strength stat. 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. |
Eilinassra the KindlemaliceInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +6 Wil Changes resistances: +3% acid / +9% temporal / +9% light Changes damage: +9% light Light radius: +2 Amulets make your neck look great! |
Freezewend the gold ringPowered by arcane forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Effects on melee hit: * 20% chance to reduce armor by 35% Damage when hit (Melee): 4 cold Changes stats: +8 Mag Changes resistances: +9% acid Changes resistances penetration: +5% cold Changes damage: +3% cold Spell save: +16 (+8 eff.) Silence immunity: +31% Mana each turn: +0.20 Rings make your fingers look great! |
Gywyn the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes stats: +2 Con Changes resistances: +1% physical Physical save: +4 (+1 eff.) Stamina each turn: +2.00 Only die when reaching: -60.00 life Rings make your fingers look great! |
Hudunarig the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +4.0% Physical power: +10 (+3 eff.) Changes stats: +3 Dex Changes resistances: +3% acid Mental save: +6 (+6 eff.) Blindness immunity: +22% Only die when reaching: -60.00 life Infravision radius: +4 See stealth: +6 See invisible: +6 Rings make your fingers look great! |
Olimandur the UnlightnaughtInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Effects on melee hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 temporal Changes stats: +5 Str / +6 Con Changes resistances: +20% nature Changes resistances penetration: +5% temporal Changes damage: +10% nature Mental save: +5 (+5 eff.) Confusion immunity: +21% Rings make your fingers look great! |
Stormfist the copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 nature Changes resistances: +20% light Changes resistances penetration: +10% lightning Changes damage: +3% lightning / +9% temporal / +10% light Rings make your fingers look great! |
Torudulin =10 strtun=Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +9% mind / +50% fire Changes damage: +25% fire Physical save: +6 (+2 eff.) Mental save: +9 (+9 eff.) Stun/Freeze immunity: +10% Rings make your fingers look great! |
Xerarewe the gold ringInfused by nature Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +8 (+3 eff.) Effects on melee hit: * 15% chance to reduce all saves and defense by 16 Damage (Melee): 17 physical Effects on ranged hit: * 12% chance to reduce all saves and defense by 16 Damage (Ranged): 19 physical Changes stats: +8 Dex / +9 Cun / +4 Con Changes resistances: +12% physical Changes damage: +12% physical Reduces incoming crit damage: 15.00% Hate when firing a critical mind attack: +1.00 Maximum hate: +6.00 It can be used to activate talent Bleeding Edge, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
copper ring 'Velorin'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +6 Changes stats: +3 Str / +1 Wil / +2 Con Changes damage: +21% acid Infravision radius: +2 See invisible: +6 Rings make your fingers look great! |
gold ring 'Dazzlearc'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+3 eff.) Damage when hit (Melee): 8 physical Changes stats: +3 Con Changes damage: +12% light Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +25% Stamina each turn: +3.00 Maximum life: +30.00 Rings make your fingers look great! |
psionicist's gold ring of sensingPowered by arcane forces Infused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +2 Wil Mental save: +4 (+4 eff.) Blindness immunity: +26% Infravision radius: +4 See stealth: +10 See invisible: +7 Rings make your fingers look great! |
Shantiz the Stormblade (111% power, 20 apr)Requires: - Dexterity 30 Infused by nature 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 Power: 111% Range: 1.3x Uses stat: 100% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. When wielded/worn: Changes stats: +20 Dex Slows Projectiles: +40% Quick Weapon Swap:This item allows the wearer to swap to their secondary weapon without spending a turn. This surreal dagger crackles with the intensity of a vicious storm. |
dwarven-steel greatsword 'Runeharaharatar' (142% power, 2 apr)Requires: - Strength 24 Infused by nature Crafted by a master 3.00 Encumbrance. [Random Unique] Type: weapon / greatsword ; tier 3 It must be held with both hands. Power: 143% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Weapons Mastery Accuracy bonus: +0.4% crit mult (max 40%) Armour Penetration: +2 Crit. chance: +3.5% Attack speed: 100% On weapon hit: * 10% chance to gain 10% of a turn (3/turn limit) Damage (Melee): +7 nature Damage (radius 2) on crit: +31 lightning / +28 cold When wielded/worn: Accuracy: +16 (+6 eff.) Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 2 temporal Changes stats: +6 Dex Changes resistances penetration: +10% lightning / +10% cold / +10% temporal Changes damage: +6% temporal Movement speed: +45% Combat speed: +10% Massive two-handed swords. |
BalancetreasonInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% * 10 arcane resource burn Changes resistances: +3% fire / +3% nature / +3% temporal Changes damage: +6% cold Life regen: +0.80 Healing mod.: +12% A belt that goes around your waist. |
Brenehir the MurkministerInfused by nature 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Damage when hit (Melee): 2 darkness Changes stats: +7 Wil / +1 Con Changes resistances: +5% acid / +6% darkness / +5% cold / +7% fire / +9% nature / +7% lightning A belt that goes around your waist. |
Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+1 eff.) Mindpower: +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Arevena (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 Fatigue: -5% Changes stats: +1 Con Maximum encumbrance: +23 Physical save: +6 (+2 eff.) Cut immunity: +10% Knockback immunity: +20% Only die when reaching: -20.00 life Healing mod.: +15% A pair of boots made of leather. |
Betilralaith (5 def, 7 armour)Requires: - Heavy armour training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour penetration: +4 Physical crit. chance: +4.0% Physical power: +4 (+1 eff.) Armour: +7 Defense: +5 (+2 eff.) Fatigue: +2% Changes resistances: +9% nature Poison immunity: +10% Maximum life: +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sootpain (0 def, 5 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +5 Effects on melee hit: * 10% chance to reduce damage dealt by 14% Changes stats: +6 Lck / +4 Dex Changes resistances penetration: +10% darkness Stealth bonus: +6 Disarm immunity: +20% Stun/Freeze immunity: +20% Healing mod.: +5% A pair of boots made of leather. |
Aeromira the Cracklemistress (1 def, 0 armour)Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +1 Defense: +1 (+1 eff.) Changes stats: +1 Dex Changes resistances: +1% physical / +15% fire Changes damage: +6% lightning / +10% fire Stamina each turn: +1.00 Only die when reaching: -80.00 life A pointy cloth hat, very wizardly... |
Beridin the rough leather cap (5 def, 1 armour) =3styam=Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +3 Physical power: +5 (+1 eff.) Armour: +1 Defense: +5 (+2 eff.) Fatigue: +1% Changes resistances: +10% light / +14% darkness Confusion immunity: +10% Stamina each turn: +3.00 A cap made of leather. |
iron helm 'Loamwrest' (0 def, 3 armour)Requires: - Heavy armour training Infused by nature 3.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +5% Changes resistances: +9% cold Changes damage: +6% lightning / +12% nature Knockback immunity: +10% Stamina when hit: +0.70 Equilibrium when hit: +0.70 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Brighttide (3 def, 8 armour)Requires: - Heavy armour training - Strength 28 Infused by nature 14.00 Encumbrance. Type: armor / heavy ; tier 3 When wielded/worn: Accuracy: +30 (+10 eff.) Physical power: +10 (+3 eff.) Armour: +8 Defense: +3 (+1 eff.) Fatigue: +12% Changes stats: +2 Str Changes damage: +6% light Life regen: +3.00 Stamina each turn: +1.00 Only die when reaching: -20.00 life A suit of armour made of mail. |
iron mail armour 'Glyba' (2 def, 10 armour)Requires: - Heavy armour training - Strength 14 Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 1 When wielded/worn: Armour: +10 Defense: +2 (+1 eff.) Fatigue: +12% Effects on melee hit: * 10 arcane resource burn Changes resistances: +3% lightning Reduces incoming crit damage: 5.00% Life regen: +4.00 A suit of armour made of mail. |
Skin of Many (12 def, 6 armour)Requires: - Strength 16 Crafted by a master 9.00 Encumbrance. [Unique] Type: armor / light ; tier 2 When wielded/worn: Armour: +6 Defense: +12 (+3 eff.) Fatigue: +7% Changes stats: +4 Con Talent mastery: -0.20 Cunning / Stealth Maximum life: +40.00 Infravision radius: +3 The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
steel plate armour 'Hazewrack' (0 def, 9 armour) =track=Requires: - Massive armour training - Strength 28 Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 2 When wielded/worn: Armour: +9 Fatigue: +22% Damage when hit (Melee): 6 light / 4 cold Changes stats: +5 Str Changes resistances: +8% physical / +24% darkness / +12% cold Changes resistances penetration: +25% cold Light radius: +3 It can be used to activate talent Track, placing all other charms into a 30 cooldown : Effective talent level: 2.0 Power cost: 30 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 11 for 5 turns. The radius will increase with your Cunning. A suit of armour made of metal plates. |
7 agate0.00 Encumbrance. Type: gem / black ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con When used to imbue an object: Changes stats: +1 Str / +1 Dex / +1 Mag / +1 Wil / +1 Cun / +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
56 alchemist agate0.00 Encumbrance. Type: alchemist-gem / black ; tier 1 When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
4 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
10 aquamarine0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Armour: +2 Changes resistances: +2% all When used to imbue an object: Armour: +2 Changes resistances: +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
3 topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) When used to imbue an object: Defense: +4 (+1 eff.) Physical save: +4 (+1 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Frozenstrike (dig speed 14 turns)Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +12 Fatigue: -7% Damage when hit (Melee): 6 mind Changes stats: +11 Str Changes resistances: +6% mind / +3% cold Changes resistances penetration: +20% cold Lowers spell cool-downs by: 10% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 3.9 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
sapper's iron pickaxe (dig speed 28 turns)Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Accuracy: +4 (+2 eff.) Changes stats: +2 Cun / +1 Str Infravision radius: +3 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's FangInfused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+0 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide PhialInfused by nature 1.00 Encumbrance. [Unique] Type: lite / lite ; tier 1 When wielded/worn: Damage (Melee): 15 Lite Light Burst (radius 1) Changes resistances: +30% light Changes damage: +10% light Light radius: +5 Healing mod.: +10% When attacking in melee, deals 15 light damage and lights tiles in radius 1. It can be used to call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower) Activation costs 10 power out of 15/15. A small crystal phial that captured Sunlight during the Summertide. |
brass lantern of healthInfused by nature 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +42.00 Light radius: +3 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. |
bright brass lantern of healthInfused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +41.00 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Eye of the Dreaming OneInfused by psionic forces 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Changes stats: +5 Wil Mental save: +10 (+9 eff.) Mindpower: +5 (+2 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. It can be used to activate talent Sleep (costing 20 power out of 25/25) : Effective talent level: 3.0 Power cost: 20 out of 25/25. Range: 7 Travel Speed: instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 202 power out of 400/400. This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
ash totem of healing 'Boltwalker' [power 200] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Changes stats: +5 Wil Changes resistances: +12% lightning Changes damage: +6% blight Spell save: +12 (+6 eff.) Spell crit. chance: +2% It can be used to heal yourself and all friendly characters within 10 spaces for 200 Activation puts all charms on cooldown for 15 turns. When used: * Reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Forestradiance' [power 110] (15 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Effects on melee hit: * 20% chance to slow global speed by 41% * 10% chance to reduce damage dealt by 14% Damage when hit (Melee): 2 nature Changes resistances penetration: +10% darkness It can be used to sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.00 Encumbrance. Type: gem / violet ; tier 2 When wielded/worn: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% When used to imbue an object: Physical crit. chance: +2.0% Changes damage: +4% all Spell crit. chance: +2% Mental crit. chance: +2% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Glowscar the elm wand of shielding [power 110] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +6% blight / +3% light Changes resistances penetration: +5% fire Changes damage: +6% blight It can be used to create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Bleakradiance' [power 218] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Changes resistances: +3% blight / +3% cold / +9% darkness Maximum wards: +3 lightning / +3 cold / +3 nature / +3 light Talent granted: +1 Ward Blindness immunity: +10% Poison immunity: +20% Confusion immunity: +10% Knockback immunity: +20% It can be used to create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Chamyblek' [power 170] (20 cooldown)Powered by arcane forces 2.00 Encumbrance. [Random Unique] Type: charm / wand ; tier 2 When wielded/worn: Changes stats: +1 Cun Changes damage: +3% mind Psi when hit: +0.16 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 20 turns. When used: * Increase all damage penetration by 11% for 2 turns. * Heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
10 ametrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% When used to imbue an object: Physical crit. chance: +1.0% Changes damage: +2% all Spell crit. chance: +1% Mental crit. chance: +1% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 zircon0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Armour: +1 Changes resistances: +1% all When used to imbue an object: Armour: +1 Changes resistances: +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Goth Mog the Skeleton Doombringer level 9
10th Flare 122nd year of Ascendancy at 11:49 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Goth Mog the Skeleton Doombringer level 22
41st Haze 122nd year of Ascendancy at 23:26 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Goth Mog the Skeleton Doombringer level 28
74th Haze 122nd year of Ascendancy at 00:27 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Goth Mog the Skeleton Doombringer level 10
31st Dusk 122nd year of Ascendancy at 20:34 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Goth Mog the Skeleton Doombringer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 07:39 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Goth Mog the Skeleton Doombringer level 20
21st Haze 122nd year of Ascendancy at 14:09 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Goth Mog the Skeleton Doombringer level 20
35th Haze 122nd year of Ascendancy at 07:46 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Goth Mog the Skeleton Doombringer level 10
31st Dusk 122nd year of Ascendancy at 21:23 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Goth Mog the Skeleton Doombringer level 5
6th Mirth 122nd year of Ascendancy at 21:46 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Goth Mog the Skeleton Doombringer level 10
33rd Dusk 122nd year of Ascendancy at 15:55 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Goth Mog the Skeleton Doombringer level 23
44th Haze 122nd year of Ascendancy at 18:10 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Goth Mog the Skeleton Doombringer level 16
67th Dusk 122nd year of Ascendancy at 17:01 see stats
Log
Islilaith the netherworm mass receives 118 healing from Hallucination.
Islilaith the netherworm mass hits Hallucination for 107 physical damage.
Islilaith the netherworm mass hits Goth Mog for (0 abyssal shield), (203 absorbed), 0 physical, (0 abyssal shield), (5 absorbed), 0 cold, (0 abyssal shield), (5 absorbed), 0 physical, (0 abyssal shield), (7 absorbed), 0 fire, (0 abyssal shield), (5 absorbed), 0 lightning, (0 abyssal shield), (8 absorbed), 0 acid, (0 abyssal shield), (3 absorbed), 0 acid, (0 abyssal shield), (2 absorbed), 0 fire, (0 abyssal shield), (1 absorbed), 0 cold, (0 abyssal shield), (3 absorbed), 0 lightning, (0 abyssal shield), (46 absorbed), 0 darkness, (0 abyssal shield), (3 absorbed), 0 acid, (0 abyssal shield), (2 absorbed), 0 fire, (0 abyssal shield), (1 absorbed), 0 cold, (0 abyssal shield), (3 absorbed), 0 lightning, (0 abyssal shield), (107 absorbed), 57 physical (57 total damage).
Melee retaliation hits Islilaith the netherworm mass for (19 flat reduction), 4 nature, (19 flat reduction), 1 fire, (18 flat reduction), 0 blight, (7 flat reduction), 0 darkness, (4 flat reduction), 0 nature, (19 flat reduction), 4 nature, (19 flat reduction), 1 fire, (18 flat reduction), 0 blight, (7 flat reduction), 0 darkness, (4 flat reduction), 0 nature (10 total damage).
Islilaith the netherworm mass receives 63 healing from Goth Mog.
Goth Mog is no longer haunted
Dark Whispers from Betenne the fearful symmetry hits Goth Mog for (0 abyssal shield), 7 darkness (7 total damage).
Goth Mog casts Draining Assault.
Goth Mog misses Islilaith the netherworm mass.
Goth Mog misses Islilaith the netherworm mass.
Islilaith the netherworm mass throws Goth Mog to the ground!
Islilaith the netherworm mass leeches life from Goth Mog!
Goth Mog steals life from Islilaith the netherworm mass!
Islilaith the netherworm mass hits Goth Mog for (0 abyssal shield), 133 physical, (0 abyssal shield), 5 cold, (0 abyssal shield), 5 physical, (0 abyssal shield), 7 fire, (0 abyssal shield), 5 lightning, (0 abyssal shield), 8 acid, (0 abyssal shield), 3 acid, (0 abyssal shield), 2 fire, (0 abyssal shield), 1 cold, (0 abyssal shield), 3 lightning, (0 abyssal shield), 22 darkness, (0 abyssal shield), 3 acid, (0 abyssal shield), 2 fire, (0 abyssal shield), 1 cold, (0 abyssal shield), 3 lightning (204 total damage).
Poison from Goth Mog hits Islilaith the netherworm mass for (19 flat reduction), 0 nature (0 total damage).
Melee retaliation hits Islilaith the netherworm mass for (19 flat reduction), 4 nature, (19 flat reduction), 1 fire, (18 flat reduction), 0 blight, (7 flat reduction), 0 darkness, (4 flat reduction), 0 nature, (19 flat reduction), 4 nature, (19 flat reduction), 1 fire, (18 flat reduction), 0 blight, (7 flat reduction), 0 darkness, (4 flat reduction), 0 nature (10 total damage).
Goth Mog hits Islilaith the netherworm mass for 147 healing, 6 healing, 5 healing, 8 healing, 6 healing, 9 healing, 4 healing, 3 healing, 2 healing, 3 healing, 24 healing, 4 healing, 3 healing, 2 healing, 3 healing (0 total damage) [227 healing].
Goth Mog resists the punch!
Oozing horror's nature slow area effect hits Hallucination for 24 nature damage.
Oozing horror's nature slow area effect hits Betenne the fearful symmetry for 48 nature damage.
Oozing horror's nature slow area effect hits Islilaith the netherworm mass for (19 flat reduction), 29 nature (29 total damage).
Oozing horror's nature slow area effect hits Goth Mog for (0 abyssal shield), 21 nature (21 total damage).
Something hits Goth Mog for (0 abyssal shield), 98 physical (98 total damage).
Islilaith the netherworm mass performs a melee critical strike against Goth Mog!
Islilaith the netherworm mass leeches life from Goth Mog!
Islilaith the netherworm mass hits Goth Mog for (0 abyssal shield), 140 physical, (0 abyssal shield), 5 cold, (0 abyssal shield), 5 physical, (0 abyssal shield), 7 fire, (0 abyssal shield), 5 lightning, (0 abyssal shield), 8 acid, (0 abyssal shield), 3 acid, (0 abyssal shield), 2 fire, (0 abyssal shield), 2 cold, (0 abyssal shield), 3 lightning, (0 abyssal shield), 26 darkness (206 total damage).
Melee retaliation hits Islilaith the netherworm mass for (19 flat reduction), 4 nature, (19 flat reduction), 1 fire, (18 flat reduction), 0 blight, (7 flat reduction), 0 darkness, (4 flat reduction), 0 nature, (19 flat reduction), 4 nature, (19 flat reduction), 1 fire, (18 flat reduction), 0 blight, (7 flat reduction), 0 darkness, (4 flat reduction), 0 nature (10 total damage).
Islilaith the netherworm mass receives 88 healing from Goth Mog.
Goth Mog the level 28 skeleton doombringer was shadowed to death by Islilaith the netherworm mass on level 3 of Lake of Nur.






















































































































