Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** 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. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. 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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Yeek |
Class | Necromancer |
Level / Exp | 28 / 27% |
Size | small |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 11 (base 10) |
Dexterity | 8 (base 10) |
Constitution | 21 (base 19) |
Magic | 60 (base 60) |
Willpower | 31 (base 14) |
Cunning | 51 (base 43) |
Resources
Life | 339/339 |
Mana | 300/300 |
Soul | 8/11 |
Healing Factor | 1.644804467222 |
Regeneration | 28.372877059579 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +104% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 68.891010379467 |
See Invisible | 68.891010379467 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 28 |
Accuracy | 12 |
Crit Chance | 22% |
APR | 4 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 27 |
Crit Chance | 21% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 19% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Fire | +14% |
Darkness | +38% |
Light | +3% |
Nature | +19% |
Cold | +5% |
Physical | +8% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Mind | +20% |
Darkness | +20% |
Defense: Base
Armour (hardiness) | 18 (30%) |
Defense | 31 |
Ranged Defense | 31 |
Fatigue | 3 |
Physical Save | 42 |
Spell Save | 45 |
Mental Save | 60 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 38%( 70%) |
Physical | + 21%( 70%) |
Cold | + 43%( 70%) |
All | + 18%( 70%) |
Lightning | + 45%( 70%) |
Light | + 21%( 70%) |
Temporal | + 21%( 70%) |
Mind | + 27%( 70%) |
Darkness | + 43%( 70%) |
Fire | + 51%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Teleport Resistance | 31% |
Pinning Resistance | 17% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Silence Resistance | 44% |
Stun Resistance | 23% |
Poison Resistance | 26% |
Knockback Resistance | 20% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 231 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 89 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 715% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Magic stat. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 2/5 |
Effects
talent | Erupting Shadows |
talent | Spikes of Decrepitude |
talent | Golden Age of Necromancy |
talent | Utterly Destroyed |
talent | Chant of Fortitude |
talent | Grim Shadow |
talent | Reaping |
talent | Hiemal Shield |
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 lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you improved talent Endless Endurance (+1 level(s)). | done |
You failed to protect the repented thief from death by Doctor Skellebones's Inner Demon. Escort: repented thief (level 2 of Ruins of Kor'Pul) | failed |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You must explore the underwater lair of Murgol. * You have explored the ritch tunnels and vanquished their queen. | 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: * You are experienced enough. * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed chunk of ghoul flesh. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' * You've found the needed pouch of luminous horror dust. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed ice wyrm tooth. * You've found the needed electric eel tail. 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 warg claw. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | 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 within3 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Duathelripper (0 def, 4 armour) Duathelripper (0 def, 4 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +10% darkness +10% mind Melee Ret 6 darkness ----- def ----- Armour +4 Fatigue +2% Resists +3% darkness ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quiver | 420 alchemist agate 420 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Light of Revelation Light of Revelation2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
On head | eldritch linen wizard hat of decomposition (1 def, 0 armour) eldritch linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +4% lightning +4% temporal +4% light +4% fire +4% nature +4% acid +4% blight +4% cold +4% darkness ---------- misc Mana/turn +1.00 Mana/ret +0.90 Max.mana +46.00 Manaflow: Puts all charms on 34 cooldown Level 1.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 11 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
On hands | Salovena the iron gauntlets (0 def, 1 armour) Salovena the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +5% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% cold +6% fire +3% physical Die.at -80.00 life Heal.mod +5% Silence- +10% Knockbk- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Girarin [power 10] (13 cooldown) Girarin [power 10] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Mind.pwr +20 (+7 eff.) Res.pen +10% mind Melee Ret 8 mind ----- def ----- Resists +6% lightning Mind.save +9 (+2 eff.) Reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | solipsist's copper ring of life solipsist's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +40.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
Around neck | grounding steel amulet of constitution (+4) grounding steel amulet of constitution (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +14% lightning Stun/Frz- +23% Amulets make your neck look great! |
In main hand | magewarrior's short yew vilestaff of breaching (20-24 power, 4 apr, darkness element) magewarrior's short yew vilestaff of breaching (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +7 (+4 eff.) Spell.pwr +15 (+5 eff.) Dmg.mod +20% darkness Res.pen +10% darkness Acc +10 (+8 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | Tuloyon the mossy mindstar (3-3 power, 12 apr, nature damage) Tuloyon the mossy mindstar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Melee+ 5 mind 5 darkness Dmg.mod +3% mind +3% darkness ----- def ----- Armour +6 Defense +25 (+11 eff.) Resists +9% lightning Max.HP +100.00 HP.reg +4.00 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Cloak | Murkquake the linen cloak (12 def, 0 armour) Murkquake the linen cloak (12 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+3 eff.) Dmg.mod +3% nature ----- def ----- Defense +12 (+6 eff.) Phys.save +6 (+2 eff.) Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Glowpassion the woollen robe (0 def, 0 armour) Glowpassion the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +3 Con dps ---------- Dmg.mod +14% fire +8% nature +3% light On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% darkness +30% fire +11% mind +9% all Phys.save +11 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +22 (+5 eff.) Poison- +26% Disease- +20% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the duelist (speed 524%; cd 8) movement infusion of the duelist (speed 524%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 524% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the sneak (res 28%; mental; dur 4; cd 10) wild infusion of the sneak (res 28%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the titan (range 4; phase 15; cd 10) blink rune of the titan (range 4; phase 15; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 38; dur 4; cd 15) acid wave rune (damage 38; dur 4; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 38.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the wizard (damage 197; dur 4; cd 15) biting gale rune of the wizard (damage 197; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 197.40 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. 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 73; cd 14) shatter afflictions rune (absorb 73; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 73 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 55; cd 13) shatter afflictions rune of the warrior (absorb 55; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd 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 55 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 80; cd 14) shatter afflictions rune of the wizard (absorb 80; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd 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 80 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 Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 284; dur 3; cd 16) shielding rune of the warrior (absorb 284; dur 3; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 284 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Oozetreason the copper amulet Oozetreason the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Resists +3% nature +6% acid Amulets make your neck look great! |
clarifying steel amulet of strength (+3) clarifying steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +22% Amulets make your neck look great! |
steel amulet 'Cyridhelaith' steel amulet 'Cyridhelaith'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% arcane +20% temporal Melee Ret 10 arcane ----- def ----- Resists +9% temporal +7% physical ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
gold amulet of magic (+4) gold amulet of magic (+4)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +4 Mag Amulets make your neck look great! |
Islann the copper ring Islann the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +11% lightning +12% physical ----- def ----- Defense +10 (+5 eff.) Resists +25% lightning Rings make your fingers look great! |
copper ring 'Zubenor' copper ring 'Zubenor'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun +3 Wil dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20% chance to reduce armor by 37% ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Max.psi +30.00 Rings make your fingers look great! |
marksman's copper ring of blight (+11%) marksman's copper ring of blight (+11%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +11% blight Acc +4 (+4 eff.) ----- def ----- Resists +11% blight Rings make your fingers look great! |
marksman's copper ring of clarity marksman's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +6 (+6 eff.) ----- def ----- Mind.save +5 (+1 eff.) Confus- +22% Rings make your fingers look great! |
mule's copper ring of sensing mule's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +22% ---------- misc Max.enc +22 Infravis +4 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
Xanuna Xanuna0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +1 Str +5 Wil dps ---------- Mind.crit +3% ----- def ----- Resists +7% nature +7% blight Poison- +14% Disease- +10% ---------- misc Equi/ret +0.16 Psi/ret +0.08 Max.hate +6.00 Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ring0.1 T2 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Rings make your fingers look great! |
steel ring of arcana (+0.15/turn) steel ring of arcana (+0.15/turn)0.1 T2 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +24% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
titan's gold ring of tenacity titan's gold ring of tenacity0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +5 Con ----- def ----- Phys.save +10 (+4 eff.) Max.HP +24.00 Disarm- +20% Pinning- +31% Knockbk- +27% Rings make your fingers look great! |
cruel elven-wood vilestaff of protection (25-30 power, 5 apr, darkness element) cruel elven-wood vilestaff of protection (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego+] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +12 (+4 eff.) Dmg.mod +25% darkness ----- def ----- Resists +12% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poreletira (22-31 power, 4 apr) Poreletira (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to reduce strength, dexterity, and constitution by 27 While equipped: Stats +7 Str +2 Cun dps ---------- Mind.crit +6% Mind.pwr +10 (+3 eff.) Dmg.mod +6% blight +9% physical Acc +13 (+10 eff.) ----- def ----- Resists +18% acid ---------- misc Max.hate +8.00 One-handed war axes. |
stormwoven woollen robe (0 def, 0 armour) stormwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +4 Str +5 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +8% physical +5% cold ----- def ----- Resists +6% lightning +6% cold +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Belineg Belineg1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Defense +19 (+9 eff.) Phys.save +3 (+1 eff.) Mind.save +9 (+2 eff.) Stealth +6 Max.HP +60.00 Silence- +10% Def/telep +10 Res/telep +10% Dur/telep +10% A belt that goes around your waist. |
resilient linen cloak of Iron Throne (1 def, 0 armour) resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeryrabretha (0 def, 7 armour) Xeryrabretha (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Phys.crit +3.0% Phys.pwr +20 (+10 eff.) Res.pen +10% physical ----- def ----- Armour +7 ---------- misc Max.stam +30.00 Infravis +2 A pair of boots made of leather. |
pair of hardened leather boots 'Armyfast' (0 def, 7 armour) pair of hardened leather boots 'Armyfast' (0 def, 7 armour)2.0 T3 feet armor [Rare] Master While equipped: ----- def ----- Armour +7 Resists +6% blight +7% fire +9% cold Crit.chn- 10.00% Die.at -60.00 life Poison- +20% Teleport- +10% A pair of boots made of leather. |
scouring hardened leather gloves of the nighthunter (0 def, 2 armour) scouring hardened leather gloves of the nighthunter (0 def, 2 armour)1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +7 (+7 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Resists +7% darkness Spell.save +14 (+5 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 cooldown Level 2.0 Pwr.cost 13 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 17 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Ravenslicer the dwarven-steel gauntlets (0 def, 8 armour) =3L= Ravenslicer the dwarven-steel gauntlets (0 def, 8 armour) =3L=1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 11 physical Dmg.mod +3% fire +8% physical Res.pen +15% darkness Melee Ret 4 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +8 Fatigue +3% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Gloomstake' (0 def, 2 armour) dwarven-steel gauntlets 'Gloomstake' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +6 Mag +3 Wil dps ---------- Crit.mult +15.00% Spell.pwr +10 (+3 eff.) Melee+ 11 arcane Dmg.mod +7% arcane On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +2 Fatigue +3% Resists +6% arcane +12% darkness ---------- misc Equi/ret +0.08 Max.psi +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aduwen the Frigidwinnow (1 def, 0 armour) =6c= Aduwen the Frigidwinnow (1 def, 0 armour) =6c=2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Dex +6 Con dps ---------- Dmg.mod +10% lightning Acc +10 (+8 eff.) Melee Ret 2 cold ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning A pointy cloth hat, very wizardly... |
Gloryyawen the rough leather cap (0 def, 1 armour) =3s= Gloryyawen the rough leather cap (0 def, 1 armour) =3s=2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +3% nature Phys.save +3 (+1 eff.) Max.HP +40.00 Silence- +20% Disarm- +10% Knockbk- +10% A cap made of leather. |
prismatic rough leather cap of the depths (0 def, 1 armour) =br= prismatic rough leather cap of the depths (0 def, 1 armour) =br=2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +11% light +10% darkness ---------- misc Breathe water A cap made of leather. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel 13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine 7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
13 zircon 13 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald 2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
50 alchemist agate 50 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern 'Blizzardfurnace' brass lantern 'Blizzardfurnace'2.0 T1 lite [Rare] Psionic While equipped: Stats +2 Mag dps ---------- Crit.mult +5.00% Spell.pwr +20 (+6 eff.) Res.pen +5% cold Melee Ret 2 blight ----- def ----- Mind.save +6 (+1 eff.) ---------- misc Mana/s.crit +2.00 Light +3 See.Stealth +7 See.Invis +6 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. |
brass lantern 'Thunderwill' =br= brass lantern 'Thunderwill' =br=2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Res.pen +15% lightning +15% mind ----- def ----- Armour +6 Phys.save +7 (+3 eff.) Heal.mod +13% ---------- misc Stam/turn +3.00 Light +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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
miner's iron pickaxe (dig speed 29 turns) miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Communication Orb of Communication0.0 orb [Plot Item] Unknown Speak with someone. Uses 1 power out of 128/128 Activation is instant. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of mindblast 'Obsidiangasher' [power 175] (13 cooldown) steel torque of mindblast 'Obsidiangasher' [power 175] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% cold Melee Ret 6 lightning ----- def ----- Resists +12% darkness +6% cold Blast the opponent's mind dealing 180 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Greenroar the yew totem of healing [power 302] (13 cooldown) Greenroar the yew totem of healing [power 302] (13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +20.00% Mind.pwr +20 (+7 eff.) Dmg.mod +9% nature +3% mind ----- def ----- Mind.save +3 (+0 eff.) ---------- misc Max.hate +6.00 Heal yourself and all friendly characters within 10 spaces for 302 Puts all charms on 13 cooldown 100% to increase all damage penetration by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
supercharged elven-wood totem of healing [power 428] (16 cooldown) supercharged elven-wood totem of healing [power 428] (16 cooldown)2.0 T4 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 428 Puts all charms on 16 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered yew wand of shielding [power 440] (26 cooldown) overpowered yew wand of shielding [power 440] (26 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 440 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded elven-wood wand of shielding [power 356] (17 cooldown) warded elven-wood wand of shielding [power 356] (17 cooldown)2.0 T4 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +3 temporal +3 cold +4 arcane +4 fire Talents +1 Ward Create a shield absorbing up to 356 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Doctor Skellebones the Yeek Necromancer level 28
46th Regrowth 123rd year of Ascendancy at 22:49 see stats
By Doctor Skellebones the Yeek Necromancer level 25
2nd Regrowth 123rd year of Ascendancy at 16:20 see stats
By Doctor Skellebones the Yeek Necromancer level 10
5th Mirth 122nd year of Ascendancy at 05:40 see stats
By Doctor Skellebones the Yeek Necromancer level 20
12nd Dusk 122nd year of Ascendancy at 02:20 see stats
By Doctor Skellebones the Yeek Necromancer level 23
60th Dusk 122nd year of Ascendancy at 19:46 see stats
By Doctor Skellebones the Yeek Necromancer level 16
3rd Dusk 122nd year of Ascendancy at 06:37 see stats
By Doctor Skellebones the Yeek Necromancer level 1
76th Pyre 122nd year of Ascendancy at 12:35 see stats
By Doctor Skellebones the Yeek Necromancer level 11
6th Mirth 122nd year of Ascendancy at 20:16 see stats
By Doctor Skellebones the Yeek Necromancer level 11
9th Mirth 122nd year of Ascendancy at 02:10 see stats
By Doctor Skellebones the Yeek Necromancer level 28
23rd Regrowth 123rd year of Ascendancy at 07:19 see stats
By Doctor Skellebones the Yeek Necromancer level 17
7th Dusk 122nd year of Ascendancy at 11:04 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 12 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 6 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 4 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Ran for 9 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
Doctor Skellebones wears (replacing Oozetreason the copper amulet): grounding steel amulet of constitution (+4).
You gain 1.32 gold from the transmogrification of impenetrable iron plate armour of spell shielding (0 def, 13 armour).
You gain 4.71 gold from the transmogrification of plaguebringer's steel battleaxe (24-35 power, 2 apr).
There is an exit to the worldmap here (press '' or right click to use).
You feel very confident walking into this place.