









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! White Monk 1.5.3Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Stoic class 1.4.0Stoics are warriors who dedicate their lives to mastering countless secret techniques. Stoics are a warrior subclass inspired by the Samurai class from Hengband. They are a melee class with a wide variety of specialized combat techniques, but require judicious use of their unique Focus resource to succeed. Their advanced trees allow them to alter the element of their attacks and grant passive effects as long as the stance is maintained. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 18 / 42% |
| Size | medium |
| Lifes / Deaths | Killed by Zubimira the midge swarm at level 18 on the 30th Dusk 122nd year of Ascendancy at 17:51 / 1 |
Primary Stats
| Strength | 12 (base 10) |
| Dexterity | 28 (base 10) |
| Constitution | 14 (base 10) |
| Magic | 50 (base 41) |
| Willpower | 34 (base 23) |
| Cunning | 44 (base 20) |
Resources
| Life | -86/306 |
| Mana | 329/367 |
| Soul | 12/12 |
| Healing Factor | 1.0326086956522 |
| Regeneration | 1.6005434782609 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 30.21843308342 |
| See Invisible | 33.21843308342 |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 26 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 43 |
| Crit Chance | 15% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +12% |
| Nature | +23% |
| Darkness | +47% |
| Cold | +10% |
| Fire | +6% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Nature | +10% |
| Cold | +8% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 4 (30%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 0 |
| Physical Save | 14 |
| Spell Save | 25 |
| Mental Save | 33 |
Defense: Resistances
| Nature | + 38%( 70%) |
| Lightning | + 16%( 70%) |
| Darkness | + 34%( 70%) |
| Temporal | + 16%( 70%) |
| Cold | + 26%( 70%) |
| Fire | + 19%( 70%) |
| Mind | + 19%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Fear Resistance | 0% |
| Stun Resistance | 20% |
| Poison Resistance | 20% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 235 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 776% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.50 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 4/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Necrotic Aura |
| talent | Blurred Mortality |
| detrimental effect | Talents fail chance 32%, fear and sleep immunity reduced by 63%. Mind Drone |
| beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
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 grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Dexterity by +1. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Device Mastery (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed skeleton mage skull. * You've found the needed vial of wight ectoplasm. | 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 within | active |
Equipment
| On feet | [vs. Airpower the pair of iron boots (11 def, 3 armour) (On feet)]Airpower the pair of iron boots (11 def, 3 armour) Requires: - Talent Heavy Armour Training Crafted by a master 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +11 (+5 eff.) (-) Fatigue: +2% (-) Changes stats: +5(-) Cun Changes resistances: +3%(-) lightning Equilibrium when hit: +0.04 (-) Maximum hate: +4.00 (-) Mental crit. chance: +2% (-) Heals friendly targets nearby when you use a nature summon: +10 (-) Activating this item is instant. It can be used to activate talent Evasion, placing all other charms into a 19 cooldown : Effective talent level: 4.0 Power cost: 19 out of 30/30. Range: melee/personal Travel Speed: instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 27% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. bright brass lantern of health (Light source)]bright brass lantern of health Infused by nature Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +40.00 (-) Light radius: +4 (-) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | [vs. Manydohad the rough leather cap (0 def, 1 armour) (On head)]Manydohad the rough leather cap (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +5 (-) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +6(-) Dex / +4(-) Mag / +5(-) Cun Changes resistances: +3%(-) temporal See invisible: +3 (-) A cap made of leather. |
| Tool | [vs. iron pickaxe 'Yaryhek' (dig speed 37 turns) =Digging= (Tool)]iron pickaxe 'Yaryhek' (dig speed 37 turns) =Digging= Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Fatigue: -5% (-) Changes stats: +2(-) Str / +3(-) Dex / +3(-) Mag / +3(-) Wil Light radius: +3 (-) Infravision radius: +1 (-) When carried: Talents granted: +1.00(-) Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | [vs. steel ring 'Shockshear' (On fingers, 1 of 2)]steel ring 'Shockshear' Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +8 (+4 eff.) (-) Changes stats: +4(-) Dex / +4(-) Cun / +2(-) Mag Changes damage: +3%(-) mind / +12%(-) lightning Stun/Freeze immunity: +20% (-) Life regen: +1.30 (-) Spellpower: +6 (+2 eff.) (-) Rings can have magical properties. Tap to cycle through comparison choices |
| On fingers | [vs. steel ring 'Shockshear' (On fingers, 1 of 2)]rogue's steel ring of darkness (+24%) Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-4 eff.)) Defense: +6 (+3 eff.) Changes stats: +0(-4) Dex / +0(-2) Mag / +3(-1) Cun Changes resistances: +24% darkness Changes damage: +0%(-12%) lightning / +12% darkness / +0%(-3%) mind Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-1.30) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
| Around waist | [vs. rough leather belt of burglary (Around waist)]rough leather belt of burglary Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4(-) Dex / +3(-) Cun / +5(-) Lck Trap disarming bonus: +7 (-) Stealth bonus: +6 (-) Infravision radius: +4 (-) A belt that goes around your waist. |
| In main hand | [vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) Requires: - Magic 24 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 3 It must be held with both hands. Base power: 20.0 - 24.0 Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +4 (-) Crit. chance: +3.5% (-) Attack speed: 100% (-) When wielded/worn: Changes stats: +4(-) Wil Changes resistances: +6%(-) fire Changes damage: +6%(-) fire / +6%(-) mind / +20%(-) darkness Talents granted: +1.00(-) Command Staff Mental save: +18 (+9 eff.) (-) Mana each turn: +0.24 (-) Maximum mana: +68.00 (-) Spellpower: +9 (+3 eff.) (-) Spell crit. chance: +3% (-) Staves designed for wielders of magic, by the greats of the art. |
| On hands | [vs. Sludgegrip (0 def, 0 armour) (On hands)]Sludgegrip (0 def, 0 armour) Infused by nature 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 1 When wielded/worn: Changes stats: +4(-) Cun / +4(-) Wil Changes resistances: +10%(-) nature Changes damage: +5%(-) nature Talent masteries: +0.20(-) Wild-gift / Slime Poison immunity: +20% (-) Mindpower: +2 (+1 eff.) (-) These gloves are coated with a thick, green liquid. |
| Main armor | [vs. Silk Current (12 def, 0 armour) (Main armor)]Silk Current (12 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 1 When wielded/worn: Defense: +12 (+6 eff.) (-) Damage when hit (Melee): 10(-) cold Changes resistances: +15%(-) cold Changes resistances penetration: +8%(-) cold Changes damage: +10%(-) cold Talent masteries: +0.10(-) Spell / Water +0.20(-) Technique / Flowing path Spellpower: +4 (+2 eff.) (-) Movement speed: +15% (-) This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | [vs. Woescar the linen cloak (6 def, 0 armour) (Cloak)]Woescar the linen cloak (6 def, 0 armour) Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 1 When wielded/worn: Defense: +6 (+3 eff.) (-) Effects on melee hit: * Slows global speed by 30% Damage (Melee): 0(-30) item nature slow Changes resistances: +3%(-) nature Changes damage: +15%(-) darkness Physical save: +5 (+5 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 | [vs. steel amulet 'Flowerstone' (Around neck)]steel amulet 'Flowerstone' Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4(-) Con Changes resistances: +15%(-) nature / +6%(-) mind Changes resistances penetration: +10%(-) nature Changes damage: +18%(-) nature / +6%(-) mind Amulets can have magical properties. |
Inventory
[vs. Infusion: Wild (on body, 1 of 2)]wild infusion of the duelist (resist 19%; cure magical) Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 1 When inscribed on your body: Effective talent level: 1.0 Use mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random +magical or -physical effect and reduce all damage taken by 19%(+5%) for 4(-) turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your +Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Tap to cycle through comparison choices |
movement infusion of the warrior (357% speed; 4 turns)Infused by nature 0.10 Encumbrance. Type: scroll / infusion ; tier 2 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 357% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
[vs. steel ring 'Shockshear' (On fingers, 1 of 2)]warrior's copper ring =+Str= Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +0 (+0 eff.) (-8 (-4 eff.)) Armour: +4 Changes stats: +2 Str / +0(-4) Dex / +0(-2) Mag / +0(-4) Cun Changes damage: +0%(-3%) mind / +0%(-12%) lightning Stun/Freeze immunity: +0% (-20%) Life regen: +0.00 (-1.30) Spellpower: +0 (+0 eff.) (-6 (-2 eff.)) Rings can have magical properties. Tap to cycle through comparison choices |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Oakripper the ash magestaff (15-18 power, 3 apr, arcane element) Requires: - Magic 16 Crafted by a master 5.00 Encumbrance. Type: weapon / staff ; tier 2 It must be held with both hands. Base power: 15.0 - 18.0(-5.0 - -6.0) Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.5% procs dam / acc Armour Penetration: +3 (-1) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) Damage (Melee): +8 nature / +8 physical When wielded/worn: Physical crit. chance: +7.0% Physical power: +8 (+8 eff.) Changes stats: +2 Dex / +0(-4) Wil Changes resistances: +0%(-6%) fire Changes damage: +0%(-20%) darkness / +0%(-6%) fire / +15% arcane / +0%(-6%) mind Talents granted: +1.00(-) Command Staff Critical mult.: +14.00% Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Life regen: +0.80 Mana each turn: +0.00 (-0.24) Only die when reaching: -80.00 life Maximum mana: +0.00 (-68.00) Spellpower: +6 (+2 eff.) (-3 (-1 eff.)) Spell crit. chance: +2% (-1%) Staves designed for wielders of magic, by the greats of the art. |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. thought-forged steel battleaxe (20-30 power, 2 apr) Requires: - Strength 16 Infused by psionic forces 3.00 Encumbrance. Type: weapon / battleaxe ; tier 2 It must be held with both hands. Base power: 20.0 - 30.0(+0.0 - +6.0) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit / acc Armour Penetration: +2 (-2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: * 19% chance to cause random gloom (+19%) Damage (Melee): +16 mind When wielded/worn: Changes stats: +2 Cun / +3(-1) Wil Changes resistances: +0%(-6%) fire Changes damage: +0%(-6%) fire / +0%(-6%) mind / +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Mana each turn: +0.00 (-0.24) Maximum mana: +0.00 (-68.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed battleaxes. |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. balanced steel greatmaul of daylight (31-46.5 power, 2 apr) Requires: - Strength 16 Powered by arcane forces Crafted by a master 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 31.0 - 46.5(+11.0 - +22.5) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-2) Crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Damage (Melee): +7 light Damage against: +7% Undead When wielded/worn: Accuracy: +9 (+5 eff.) Defense: +9 (+5 eff.) Changes stats: +0(-4) Wil Changes resistances: +0%(-6%) fire Changes damage: +0%(-6%) fire / +0%(-6%) mind / +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Disarm immunity: +32% Mana each turn: +0.00 (-0.24) Maximum mana: +0.00 (-68.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed mauls. |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. flaming steel greatmaul (27.5-41.25 power, 2 apr) Requires: - Strength 16 Powered by arcane forces 5.00 Encumbrance. Type: weapon / greatmaul ; tier 2 It must be held with both hands. Base power: 27.5 - 41.2(+7.5 - +17.2) Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.1% dam / acc Armour Penetration: +2 (-2) Crit. chance: +1.0% (-2.5%) Attack speed: 100% (-) Burst (radius 1) on hit: +7 fire When wielded/worn: Changes stats: +0(-4) Wil Changes resistances: +0%(-6%) fire Changes damage: +0%(-6%) fire / +0%(-6%) mind / +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Mana each turn: +0.00 (-0.24) Maximum mana: +0.00 (-68.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) Massive two-handed mauls. |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Bethoth the steel dagger (11.5-14.95 power, 6 apr) Requires: - Dexterity 16 Infused by arcane disrupting forces 1.00 Encumbrance. Type: weapon / dagger ; tier 2 Base power: 11.5 - 15.0(-8.5 - -9.0) Uses stats: 45% Str, 45% Dex Damage type: Acid Accuracy bonus: +0.5% APR / acc Armour Penetration: +6 (+2) Crit. chance: +5.0% (+1.5%) Attack speed: 100% (-) On weapon hit: + disrupts spell-casting Damage against: +4% Unnatural When wielded/worn: Changes stats: +5 Dex / +2(-2) Wil Changes resistances: +12% acid / +0%(-6%) fire Changes damage: +9% acid / +0%(-6%) fire / +0%(-6%) mind / +0%(-20%) darkness Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Mana each turn: +0.00 (-0.24) Maximum mana: +0.00 (-68.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) Light radius: +2 Sharp, short and deadly. |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. Umbral Razor (25-32.5 power, 10 apr) Requires: - Dexterity 32 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 2 Base power: 25.0 - 32.5(+5.0 - +8.5) Uses stats: 45% Str, 10% Mag, 45% Dex Damage type: Physical Accuracy bonus: +0.5% APR / acc Armour Penetration: +10 (+6) Crit. chance: +9.0% (+5.5%) Attack speed: 100% (-) Damage conversion: 50% darkness When wielded/worn: Changes stats: +4 Mag / +0(-4) Wil / +4 Cun Changes resistances: +10% darkness / +0%(-6%) fire Changes resistances penetration: +10% darkness Changes damage: +0%(-6%) fire / +5%(-15%) darkness / +0%(-6%) mind Talent granted: +0(+-1) Command Staff Stealth bonus: +10 Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Mana each turn: +0.00 (-0.24) Maximum mana: +0.00 (-68.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) It can be used to activate talent Invoke Darkness (costing 6 power out of 10/10) : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 10 Travel Speed: 2000% of base Is: a spell Description: Conjures up a bolt of darkness, doing 165.23 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
[vs. Abysshack the yew starstaff (20-24 power, 4 apr, darkness element) (In main hand)]This item will automatically be transmogrified when you leave the level. projecting vined mindstar (5-5.5 power, 18 apr, nature damage) Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 It is part of a set of items. This mindstar projects psionic energy if enough is absorbed. Base power: 5.0 - 5.5(-15.0 - -18.5) Uses stats: 35% Wil, 15% Cun Damage type: Nature Mastery: Psiblades Accuracy is based on willpower for this weapon. Armour Penetration: +18 (+14) Crit. chance: +3.0% (-0.5%) Attack speed: 100% (-) When wielded/worn: Changes stats: +0(-4) Wil Changes resistances: +0%(-6%) fire Changes damage: +6% lightning / +0%(-20%) darkness / +9%(+3%) fire / +0%(-6%) mind / +7% cold Talent masteries: +0.20 Psionic / Focus +0.20 Psionic / Projection Talent granted: +0(+-1) Command Staff Mental save: +0 (+0 eff.) (-18 (-9 eff.)) Mana each turn: +0.00 (-0.24) Maximum mana: +0.00 (-68.00) Spellpower: +0 (+0 eff.) (-9 (-3 eff.)) Spell crit. chance: +0% (-3%) Mindpower: +4 (+2 eff.) Mental crit. chance: +2% Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
This item will automatically be transmogrified when you leave the level.deflecting steel shield of cold resistance (+17%) (11 def, 2 armour, 36.5 block) Requires: - Strength 16 - Talent Heavy Armour Training (level 2) Crafted by a master 7.00 Encumbrance. Type: armor / shield ; tier 2 When wielded/worn: Armour: +2 Defense: +11 (+6 eff.) Ranged Defense: +6 (+3 eff.) Fatigue: +8% Changes resistances: +17% cold Talent granted: +2 Block Deflect projectiles away: +6% Handheld deflection devices. |
[vs. Silk Current (12 def, 0 armour) (Main armor)]This item will automatically be transmogrified when you leave the level. Emuriatta the cured leather armour (2 def, 4 armour) Requires: - Strength 14 Infused by nature 9.00 Encumbrance. Type: armor / light ; tier 2 When wielded/worn: Armour: +4 Defense: +2 (+1 eff.) (-10 (-5 eff.)) Fatigue: +7% Damage when hit (Melee): 0(-10) cold Changes stats: +3 Cun / +5 Mag Changes resistances: +0%(-15%) cold Changes resistances penetration: +0%(-8%) cold Changes damage: +6% mind / +0%(-10%) cold Talent masteries: +0.00(-0.10) Spell / Water +0.00(-0.20) Technique / Flowing path Critical mult.: +10.00% Maximum life: +26.00 Spellpower: +0 (+0 eff.) (-4 (-2 eff.)) Light radius: +3 Movement speed: +0% (-15%) A suit of armour made of leather. |
[vs. rough leather belt of burglary (Around waist)]Girdle of the Calm Waters Infused by nature 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +0(-4) Dex / +3 Wil / +0(-3) Cun / +0(-5) Lck Changes resistances: +20% blight / +20% cold / +20% nature Trap disarming bonus: +0 (-7) Stealth bonus: +0 (-6) Infravision radius: +0 (-4) Healing mod.: +30% A belt rumoured to have been worn by the Conclave healers. |
[vs. rough leather belt of burglary (Around waist)]rough leather belt 'Earovon' =Light= Infused by nature 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Fatigue: -12% Effects on melee hit: * Slows global speed by 30% Changes stats: +0(-4) Dex / +0(-3) Cun / +0(-5) Lck Changes resistances: +5% lightning / +6% temporal / +5% arcane / +3% acid Trap disarming bonus: +0 (-7) Stealth bonus: +0 (-6) Light radius: +2 Infravision radius: +0 (-4) A belt that goes around your waist. |
[vs. Airpower the pair of iron boots (11 def, 3 armour) (On feet)]This item will automatically be transmogrified when you leave the level. Toruromista the pair of rough leather boots (0 def, 1 armour) Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +1 (-2) Defense: +0 (+0 eff.) (-11 (-5 eff.)) Fatigue: +1% (-1%) Damage when hit (Melee): 16 acid Changes stats: +0(-5) Cun Changes resistances: +0%(-3%) lightning / +6% cold / +7% fire Changes resistances penetration: +20% acid / +20% mind Changes damage: +21% mind Equilibrium when hit: +0.00 (-0.04) Maximum hate: +0.00 (-4.00) Mental crit. chance: +0% (-2%) Heals friendly targets nearby when you use a nature summon: +0 (-10) A pair of boots made of leather. |
[vs. Airpower the pair of iron boots (11 def, 3 armour) (On feet)]pair of iron boots 'Dayraze' (0 def, 3 armour) =Stats= Requires: - Talent Heavy Armour Training Powered by arcane forces 3.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +3 (-) Defense: +0 (+0 eff.) (-11 (-5 eff.)) Fatigue: +2% (-) Changes stats: +4 Str / +2 Mag / +2 Wil / +0(-5) Cun / +1 Con Changes resistances: +0%(-3%) lightning Changes resistances penetration: +10% light Equilibrium when hit: +0.00 (-0.04) Maximum hate: +0.00 (-4.00) Spellpower: +3 (+1 eff.) Mental crit. chance: +0% (-2%) Heals friendly targets nearby when you use a nature summon: +0 (-10) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. radiant rough leather gloves of dexterity (+3) (0 def, 1 armour) Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Accuracy: +11 (+6 eff.) Armour: +1 Damage (Melee): 5 light Changes stats: +3 Dex / +0(-4) Cun / +0(-4) Wil Changes resistances: +6% light / +0%(-10%) nature Changes damage: +4% light / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. Arthyzilachik (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Damage when hit (Melee): 16 acid Changes stats: +3 Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature Changes damage: +18% acid / +4% arcane / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Sludgegrip (0 def, 0 armour) (On hands)]This item will automatically be transmogrified when you leave the level. iron gauntlets of magic (+3) (0 def, 1 armour) Requires: - Talent Heavy Armour Training Powered by arcane forces 1.50 Encumbrance. Type: armor / hands ; tier 1 When wielded/worn: Armour: +1 Changes stats: +3 Mag / +0(-4) Wil / +0(-4) Cun Changes resistances: +0%(-10%) nature Changes damage: +4% arcane / +0%(-5%) nature Talent mastery: +0.00(-0.20) Wild-gift / Slime Poison immunity: +0% (-20%) Mindpower: +0 (+0 eff.) (-2 (-1 eff.)) Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Manydohad the rough leather cap (0 def, 1 armour) (On head)]This item will automatically be transmogrified when you leave the level. shielding linen wizard hat (1 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +0(-6) Dex / +3(-1) Mag / +0(-5) Cun Changes resistances: +0%(-3%) temporal Spell save: +6 (+3 eff.) See invisible: +0 (-3) A pointy cloth hat, very wizardly... |
[vs. Manydohad the rough leather cap (0 def, 1 armour) (On head)]Deepsdash the rough leather cap (0 def, 1 armour) =Waterbreathing= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +1 (-) Fatigue: +1% (-) Changes stats: +0(-6) Dex / +0(-4) Mag / +0(-5) Cun / +1 Con Changes resistances: +0%(-3%) temporal / +6% cold / +3% darkness / +1% physical Changes resistances penetration: +15% physical Allows you to breathe in: water Physical save: +3 (+3 eff.) Maximum life: +30.00 See invisible: +0 (-3) A cap made of leather. |
[vs. Manydohad the rough leather cap (0 def, 1 armour) (On head)]Glimmergore (1 def, 0 armour) =Light= Infused by nature 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour penetration: +0 (-5) Armour: +0 (-1) Defense: +1 (+1 eff.) Fatigue: +0% (-1%) Changes stats: +0(-6) Dex / +0(-4) Mag / +2(-3) Cun Changes resistances: +0%(-3%) temporal / +16% cold Changes resistances penetration: +15% light Changes damage: +6% mind / +11% cold Critical mult.: +15.00% Mindpower: +6 (+3 eff.) Light radius: +3 See invisible: +0 (-3) A pointy cloth hat, very wizardly... |
5 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. |
3 spinel0.00 Encumbrance. Type: gem / green ; tier 1 When wielded/worn: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) When used to imbue an object: Defense: +2 (+1 eff.) Physical save: +2 (+2 eff.) Spell save: +2 (+1 eff.) Mental save: +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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: +1 Infravision radius: +2 When used to imbue an object: Light radius: +1 Infravision radius: +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 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. |
4 opal0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con When used to imbue an object: Changes stats: +2 Str / +2 Dex / +2 Mag / +2 Wil / +2 Cun / +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.00 Encumbrance. Type: gem / blue ; tier 2 When wielded/worn: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) When used to imbue an object: Defense: +4 (+2 eff.) Physical save: +4 (+4 eff.) Spell save: +4 (+2 eff.) Mental save: +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
[vs. bright brass lantern of health (Light source)]This item will automatically be transmogrified when you leave the level. bright brass lantern Crafted by a master 2.00 Encumbrance. Type: lite / lite ; tier 1 When wielded/worn: Maximum life: +0.00 (-40.00) Light radius: +5 (+1) 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. |
Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level), costing 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns, costing 127 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. |
[vs. iron pickaxe 'Yaryhek' (dig speed 37 turns) =Digging= (Tool)]This item will automatically be transmogrified when you leave the level. Arcstun [power 2] (7 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 When wielded/worn: Fatigue: +0% (+5%) Changes stats: +0(-2) Str / +0(-3) Dex / +0(-3) Mag / +0(-3) Wil Changes resistances: +15% lightning Changes resistances penetration: +10% lightning Talent cooldown: Invoke Tentacle (+5 turn) Talent granted: +1 Invoke Tentacle Critical mult.: +15.00% Mental save: +30 (+12 eff.) Light radius: +0 (-3) Infravision radius: +0 (-1) Heals friendly targets nearby when you use a nature summon: +30 When carried: Talent granted: +0(+-1) Dig It can be used to remove up to 2 poisons or diseases from a target within range 7 (based on Willpower), putting all charms on cooldown for 7 turns. Natural totems are made by powerful wilders to store nature power. |
[vs. iron pickaxe 'Yaryhek' (dig speed 37 turns) =Digging= (Tool)]elm wand of trap destruction 'Breezenoon' [power 19] (10 cooldown) =Traps= Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Fatigue: +0% (+5%) Effects on melee hit: * Slows global speed by 15% Changes stats: +4(+2) Str / +3(-) Dex / +0(-3) Mag / +2(-1) Wil / +4 Cun Light radius: +2 (-1) Infravision radius: +0 (-1) When carried: Talent granted: +0(+-1) Dig It can be used to disarm traps (19 bonus disarm power, based on Magic) along a range 3 line, putting all charms on cooldown for 10 turns. When used: 100% chance to regenerate 1 positive energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Rridal the Cornac Necromancer level 10
9th Flare 122nd year of Ascendancy at 17:00 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Rridal the Cornac Necromancer level 12
15th Dusk 122nd year of Ascendancy at 02:51 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Rridal the Cornac Necromancer level 12
11st Dusk 122nd year of Ascendancy at 00:32 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Rridal the Cornac Necromancer level 10
3rd Dusk 122nd year of Ascendancy at 04:44 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Rridal the Cornac Necromancer level 14
20th Dusk 122nd year of Ascendancy at 15:28 see stats
Log
Rridal resists the mind attack!
Zubimira the midge swarm's Psyshot hits Rridal for 57 mind, 4 darkness (61 total damage).
Zubimira the midge swarm hits Rridal for 11 mind damage.
Rridal hits Zubimira the midge swarm for 9 cold damage.
Zubimira the midge swarm shoots!
Rridal resists the mind attack!
Zubimira the midge swarm hits Rridal for 5 mind damage.
Zubimira the midge swarm's Shoot hits Rridal for 57 physical, 4 darkness (61 total damage).
Rridal hits Zubimira the midge swarm for 9 cold damage.
Rridal casts Fear the Night.
Zubimira the midge swarm is knocked back!
Rridal hits Zubimira the midge swarm for 183 darkness damage.
Zubimira the midge swarm shoots!
Rridal shrugs off the effect 'Mind Drone'!
Zubimira the midge swarm hits Rridal for 11 mind damage.
Zubimira the midge swarm's Shoot hits Rridal for 66 physical, 4 darkness (71 total damage).
Rridal hits Zubimira the midge swarm for 9 cold damage.
Zubimira the midge swarm shoots!
Rridal shrugs off the effect 'Mind Drone'!
A mind drone bores into Rridal!
Zubimira the midge swarm's Shoot performs a ranged critical strike against Rridal!
Zubimira the midge swarm's Shoot hits Rridal for 98 physical, 4 darkness (103 total damage).
Zubimira the midge swarm hits Rridal for 11 mind damage.
Rridal hits Zubimira the midge swarm for 9 cold damage.
Rridal fails to use Phase Door.
Talent Invoke Darkness is ready to use.
Zubimira the midge swarm shoots!
Saving game...













































































