










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Improved player targetting 1.2.0Player's targetting improvements. Allow Respec Anywhere 1.2.3Merchant on the Map 1.1.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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: Showing Items Tier in Inventory 1.5.5This 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 (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.
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Post Effects fixes 1.5.5The addon improves gamefield view during different post effects Here is details about what been changed: 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.5.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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!) Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Rage Quit 1.5.0Adds a suitably spleen-venting option to the Eidolon plane death chat, and an "Exit game" option to the death dialog. Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This 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 Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Weekly Adventurer 1.5.5Adds the Weekly Adventurer class, used in the Weekly Adventurer Challenge. Featuring talent trees generously submitted by the following authors: minmay == Harbinger == ( https://te4.org/games/addons/tome/harbinger )
Wild Gift / Blaze
Wild Gift / Blizzard
Wild Gift / Cyclone
Wild Gift / Endurance
Wild Gift / Rain
Wild Gift / Supercell
Wild Gift / Thunder
== Zephyr == ( https://te4.org/games/addons/tome/zephyr-class )
Spell / Air Archery
Spell / Storm Archery
Spell / Swiftness
Spell / Wild Magic
nsrr == White Monk == ( https://te4.org/games/addons/tome/whitemonk )
Technique / Agile Combatant
Technique / Black Belt
Technique / Fending
Technique / Martial Arts
Technique / Mending
Technique / Transcending
Changelog1.0.2: 1.0.0: |
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 18 / 29% |
| Size | medium |
| Lifes / Deaths | Killed by patchwork troll at level 8 on the 1st Time of Equilibrium 122nd year of Ascendancy at 03:45 0 / 6Killed by skeleton magus at level 10 on the 4th Haze 122nd year of Ascendancy at 20:30 Killed by Poleyada the grizzly bear at level 12 on the 26th Haze 122nd year of Ascendancy at 17:43 Killed by Adivea the king cobra at level 17 on the 5th Allure 123rd year of Ascendancy at 06:34 Killed by Emelurille the cutpurse at level 18 on the 6th Allure 123rd year of Ascendancy at 03:33 Killed by Golaith the green jelly at level 18 on the 6th Allure 123rd year of Ascendancy at 20:37 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 19 (base 11) |
| Constitution | 14 (base 10) |
| Magic | 64 (base 46) |
| Willpower | 43 (base 33) |
| Cunning | 25 (base 13) |
Resources
| Life | -1/338 |
| Mana | 223/390 |
| Soul | 7/12 |
| Healing Factor | 1.3326086956522 |
| Regeneration | 78.050891304349 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +119.59100756625% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 4 |
| See Stealth | 22.805133816353 |
| See Invisible | 37.805133816353 |
Offense: Mainhand
| Damage | 24 |
| Accuracy | 21 |
| Crit Chance | 10% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +9% |
| Lightning | +16% |
| Fire | +17% |
| Temporal | +9% |
| Cold | +21% |
| Arcane | +10% |
| Mind | +21% |
| All | +6% |
Offense: Damage Penetration
| Mind | +10% |
| Lightning | +10% |
Defense: Base
| Armour (hardiness) | 9 (35.629139072848%) |
| Defense | 26 |
| Ranged Defense | 29 |
| Fatigue | 0 |
| Physical Save | 15 |
| Spell Save | 28 |
| Mental Save | 24 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 2%( 70%) |
| Mind | + 11%( 70%) |
| All | 0%( 70%) |
| Lightning | + 29%( 70%) |
| Darkness | + 6%( 70%) |
| Cold | + 20%( 70%) |
| Fire | + 22%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Disarm Resistance | 21% |
| Bleed Resistance | 5% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 26% |
| Poison Resistance | 10% |
| Knockback Resistance | 23% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 292 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 868% for 10 turns and instantly restoring 43 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Nightfall | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Necrotic minions | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Ice | 1.20 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 0.90 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Divination | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.20 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Will o' the Wisp |
| talent | Secrets of the Eternals |
| talent | Necrotic Aura |
| detrimental effect | Reduces global action speed by 15%. Slow |
| detrimental effect | The target is grappled, unable to move, and limited in its offensive capabilities. GrappledSilenced Pinned Damage reduced by 1 Slowed by 0 Damage per turn 13 |
| beneficial effect | Increases global action speed by 35%. Speed |
| detrimental effect | The target is being strangled and may not cast spells and suffers 26 damage each turn. Strangle Hold |
| beneficial effect | A flow of life spins around the target, regenerating 58.32 life per turn. Regeneration |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You abandoned repented thief to death. Escort: repented thief (level 2 of Trollmire) | failed |
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. 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 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 |
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 the fox. 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 giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * You've found the needed honey tree root. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 | Salerenor (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +6 Mag dps ---------- Res.pen +10% mind ----- def ----- Armour +3 Fatigue -8% Phys.save +6 (+5 eff.) ---------- misc Max.enc +23 Infravis +1 See.Invis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | brass lantern 'Erelidig'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Con dps ---------- Mind.crit +2% ----- def ----- Max.HP +41.00 ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Ce'Noriavena the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun +2 Mag ----- def ----- Armour +3 Fatigue -1% ---------- misc Light +3 Infravis +2 See.Invis +12 A cap made of leather. |
| Tool | Eilinirenor the elm wand of conjuration [power 85] (10 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +5 Str +2 Dex +4 Mag ---------- misc Max.vim +5.00 Fire a bolt of a random element with (base) damage 42 to 85 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Blackwing the steel ring0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Dex +3 Wil +6 Cun dps ---------- Dmg.mod +3% darkness Acc +7 (+4 eff.) On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +6% darkness Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +26% Knockbk- +23% Rings can have magical properties. |
| On fingers | steel ring 'Skymaster'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% lightning +11% fire ----- def ----- Armour +2 Defense +6 (+3 eff.) Resists +29% lightning +22% fire Disease- +5% Rings can have magical properties. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In main hand | ash magestaff 'Noonwire' (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +12 (+4 eff.) Dmg.mod +15% cold On Hit (Melee): * 15% chance to corrode armour by 30% * 30% chance to blind ---------- misc Mana/turn +0.25 Max.mana +76.00 Talents +1 Command Staff Unleash an elemental blastwave, dealing 25.26 to 30.31 cold damage in a radius 3 around the user Puts all charms on 10 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Skyrend (0 def, 1 armour)1.5 T1 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane +3% temporal Res.pen +10% lightning ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+3 eff.) Dmg.mod +6% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Bokoroddafast (7 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +15% mind Acc +2 (+1 eff.) ----- def ----- Defense +7 (+4 eff.) Rng.Def +6 (+3 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Brodysus0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Resists +2% physical +11% mind +6% nature Poison- +10% Cut- +5% Confus- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Amulets can have magical properties. |
Inventory
regeneration infusion of the titan (heal 108 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 108 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
sun infusion of the duelist (rad 6; power 31; turns 5; dispels darkness)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to brighten the area in a radius of 6 and illuminate stealthy creatures, possibly revealing them (reduces stealth power by 16). The light is so powerful it will also banish magical darkness It will also blind any creatures caught inside (power 31) for 5 turns. 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 ability. |
insidious poison infusion of the wizard (30 nature damage, 24% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 29.98 nature damage per turn for 7 turns, and reducing the target's healing received by 24%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the wizard (550% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 550% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune of the wizard (absorb 340 for 3 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 340 damage for 3 turns. 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 ability. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +32% Pinning- +24% Knockbk- +27% Rings can have magical properties. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+4 eff.) Dmg.mod +15% temporal +15% physical +15% darkness +15% light ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff (117% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +18% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Ce'Nedawyn the Pusjam (120% power, 4 apr, acid element)5.0 T3 staff 2H weapon [Rare] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +4 nature On Crit.r2 +4 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Spell.crit +3% Spell.pwr +16 (+5 eff.) S.pwr/crit +8 Dmg.mod +20% acid +9% temporal ----- def ----- Resists +3% nature ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 27.50 to 33.00 acid damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
surging yew magestaff (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) S.pwr/crit +3 Dmg.mod +20% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel battleaxe 'Plaguerazor' (122% power, 2 apr)3.0 T2 battleaxe 2H weapon Reqs Str 16 [Rare] Master Power 122% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +12 nature On Hit: * 40% chance to inflict 15% damage reduction While equipped: dps ---------- Phys.crit +12.0% Crit.mult +17.00% Apr +10 Melee Ret 12 darkness On Hit (Melee): * Slows global speed by 30% * 15% chance to inflict 15% damage reduction Massive two-handed battleaxes. |
dwarven-steel battleaxe of massacre (154% power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego] Master Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Normal] Power 110% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel mace (112% power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Normal] Power 112% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Abyssusher the dwarven-steel mace (133% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Nature Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +6 nature +7 temporal While equipped: dps ---------- Mind.crit +4% Res.pen +20% fire Melee Ret 8 fire ----- def ----- Mind.save +20 (+10 eff.) ---------- misc Hate/m.crit +3.00 Blunt and deadly. |
Cracklequake the steel waraxe (104% power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 105% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 light Against +9% Undead On Crit.r2 +12 lightning While equipped: dps ---------- Res.pen +10% lightning Melee Ret 4 blight On Hit (Melee): * 15% chance to daze at end of turn * 20% chance to disease ----- def ----- Resists +3% blight One-handed war axes. |
vined mindstar of life (85% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +12.00 HP.reg +0.70 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. |
Polonn the ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 Ranged+ +12 lightning While equipped: Stats +3 Str dps ---------- Phys.crit +12.0% Phys.pwr +9 (+8 eff.) Dmg.mod +15% lightning Acc +11 (+6 eff.) ----- def ----- Disarm- +20% Stun/Frz- +5% Teleport- +5% Longbows are used to shoot arrows at your foes. |
ranger's cured leather sling of nature4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +8 Ranged+ +9 nature While equipped: Stats +2 Dex dps ---------- Res.pen +7% nature ----- def ----- Resists +3% all Slings are used to hurl stones or metal shots at your foes. |
ranger's dwarven-steel steamgun of acid4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.1% dam / acc Apr +12 Atk.spd 100% Range +9 Proj.spd +600% Ranged+ +7 acid Uses 2.0 Steam While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% acid Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
arcing pouch of steel shots of vileness (8/17, 118% power, 2 apr)3.0 T2 shot ammo [Ego] Arcane Power 118% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 17 Ranged+ +5 blight +6 lightning On Hit: * 6% chance to disease * 25% chance for lightning to arc to a second target Shots are used with slings to pummel your foes to death. |
Ivibrebeth the Gleamstreaker (6 def, 2 armour, 35.5 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Rare] Master While equipped: dps ---------- Res.pen +10% acid On Hit (Melee): * 30% chance to blind ----- def ----- Armour +2 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% Resists +3% light +19% cold ---------- misc Talents +2 Block Handheld deflection devices. |
reinforced steel shield (6 def, 6 armour, 60.5 block)7.0 T2 shield armor Reqs Str 16 Heavy Armour Training 2 [Ego] Master While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +8% ---------- misc Talents +2 Block Handheld deflection devices. |
Xerema the linen robe (3 def, 8 armour)2.0 T1 cloth armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Resists +6% light Phys.save +16 (+10 eff.) Spell.save +12 (+6 eff.) Confus- +5% Teleport- +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of nature (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Wil +4 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +18% nature ---------- misc Mana/turn +0.10 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Normal] A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Hanigund the Scabquick (2 def, 0 armour)2.0 T3 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +35% blight +6% nature On Hit (Melee): * Slows global speed by 30% * 10% chance to disease ----- def ----- Defense +2 (+1 eff.) Resists +14% blight A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Liserilaith the Ebonymonster (2 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% lightning +3% mind +3% darkness Res.pen +20% darkness +20% mind Melee Ret 16 darkness On Hit (Melee): * 15% chance to inflict 15% damage reduction ----- def ----- Defense +2 (+1 eff.) Resists +19% lightning +6% darkness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating rough leather armour of fire resistance (1 def, 2 armour)9.0 T1 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +16% fire HP.reg +2.20 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
cured leather armour of fire resistance (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +15% fire A suit of armour made of leather. |
spiked cured leather armour of fire resistance (2 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +18% fire A suit of armour made of leather. |
Eleremina the Festerwar (3 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Rare] Master While equipped: dps ---------- Dmg.mod +21% nature Res.pen +20% nature Melee Ret 8 nature ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +19% acid +9% nature A suit of armour made of leather. |
steel mail armour 'Elobrelaith' (2 def, 14 armour)14.0 T2 heavy armor Reqs Str 20 [Random Unique] Master/Psionic While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +14% Resists +3% acid +3% light +16% cold +6% fire +6% mind +5% arcane Mind.save +12 (+6 eff.) A suit of armour made of mail. |
spiked dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
steel plate armour (4 def, 9 armour)17.0 T2 massive armor Reqs Str 28 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% A suit of armour made of metal plates. |
Cloudbloom the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +9% fire Melee Ret 12 lightning ----- def ----- Resists +18% lightning +6% temporal +6% fire A belt that goes around your waist. |
rough leather belt of transcendence1.0 T1 belt armor [Ego] Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Phys.save +5 (+5 eff.) A belt that goes around your waist. |
hardened leather belt 'Salikira'1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +10% Melee Ret 16 mind 12 temporal ----- def ----- Resists +9% temporal Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
hardened leather belt 'Shimmeroracle'1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% lightning Melee Ret 12 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +6% light Phys.save +5 (+5 eff.) ---------- misc Light +2 A belt that goes around your waist. |
scholar's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% A pair of boots made of leather. |
Cyrenn the pair of hardened leather boots (0 def, 11 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Mag +7 Cun dps ---------- Apr +3 ----- def ----- Armour +11 Fatigue +3% ---------- misc Telepathy Dragon Disengage: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of hardened leather boots of evasion (15 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +15 (+8 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 28 cooldown Level 4.0 Pwr.cost 28 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots of uncanny dodging (2 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Defense +2 (+1 eff.) Rng.Def +2 (+1 eff.) Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Olirodir the Magmawire (0 def, 4 armour)3.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +21% acid Res.pen +10% fire ----- def ----- Armour +4 Fatigue +3% Resists +12% acid +12% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +5% lightning Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Morningbreeze the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +3% nature ----- def ----- Armour +1 Resists +21% lightning +9% nature +3% darkness ---------- misc Light +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Xeribeth (0 def, 2 armour)1.5 T3 hands armor [Rare] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 7 lightning Dmg.mod +5% lightning +12% mind ----- def ----- Armour +2 Resists +6% lightning Mind.save +20 (+10 eff.) Heal/summ +40 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Normal] While equipped: ----- def ----- Armour +2 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Eilinewyn' (0 def, 2 armour)1.5 T3 hands armor [Rare] Psionic While equipped: ----- def ----- Armour +2 Resists +12% blight +6% mind +9% acid Mind.save +20 (+10 eff.) Die.at -80.00 life HP.reg +1.00 Teleport- +10% ---------- misc Stam/turn +0.90 Max.stam +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
restful dwarven-steel gauntlets of magic (+4) (0 def, 2 armour)1.5 T3 hands armor [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +2 HP.reg +1.50 ---------- misc Stam/turn +0.70 Max.stam +13.00 Metal gloves protecting the hands up to the middle of the lower arm. |
insulating linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning +6% cold +6% fire A pointy cloth hat, very wizardly... |
Gloregath the rough leather cap (0 def, 1 armour) =water=2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +2 (+2 eff.) Acc +2 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +5% cold +4% physical ---------- misc Stam/turn +0.40 Breathe water A cap made of leather. |
Nightsear (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Con dps ---------- Dmg.mod +21% darkness Res.pen +10% fire Melee Ret 12 fire On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +3 Fatigue +3% Resists +9% fire A cap made of leather. |
hardened leather cap 'Earukath' (6 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Mag ----- def ----- Armour +3 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Fatigue +3% Resists +6% blight +7% fire +3% nature +7% cold Spell.save +15 (+8 eff.) Blind- +20% ---------- misc Light +2 A cap made of leather. |
hardened leather cap 'Tulondur' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil ----- def ----- Armour +3 Fatigue +3% Resists +11% blight +6% temporal +6% acid Mind.save +8 (+4 eff.) Disarm- +10% Stun/Frz- +35% A cap made of leather. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
bright alchemist's lamp of clarity1.0 T3 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +8 (+4 eff.) ---------- misc Light +6 See.Stealth +5 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 185 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. |
iron torque of thermal psionic shield [power 27] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 27 for 7 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
psionic iron torque of kinetic psionic shield [power 23] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 19 cooldown 100% to regenerate 1 psi. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin [power 16] (19 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
arcane ash wand of conjuration [power 163] (10 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a bolt of a random element with (base) damage 82 to 163 Puts all charms on 10 cooldown 100% to regenerate 5 mana. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By BecauseKruzSaidSo the Shalore Necromancer level 11
11st Haze 122nd year of Ascendancy at 09:07 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By BecauseKruzSaidSo the Shalore Necromancer level 10
4th Haze 122nd year of Ascendancy at 14:05 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By BecauseKruzSaidSo the Shalore Necromancer level 17
2nd Wintertide 123rd year of Ascendancy at 13:45 see stats
Take you with me (Insane (Adventure) difficulty)
Killed a boss while already dead.By BecauseKruzSaidSo the Shalore Necromancer level 17
5th Allure 123rd year of Ascendancy at 02:29 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By BecauseKruzSaidSo the Shalore Necromancer level 14
59th Haze 122nd year of Ascendancy at 07:40 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By BecauseKruzSaidSo the Shalore Necromancer level 15
72nd Haze 122nd year of Ascendancy at 15:14 see stats
Log
Oozing horror's nature slow area effect hits BecauseKruzSaidSo for 25 nature damage.
Mana Clash hits BecauseKruzSaidSo for 4 arcane damage.
Grappled from Oozing horror hits BecauseKruzSaidSo for 13 physical damage.
Mana Clash hits BecauseKruzSaidSo for 2 arcane, 3 arcane (5 total damage).
Strangle Hold from Oozing horror hits BecauseKruzSaidSo for 19 nature damage.
--------------------------------
Oozing horror hits BecauseKruzSaidSo for 41 nature damage.
Mana Clash hits BecauseKruzSaidSo for 6 arcane damage.
Character control switched to Golaith the green jelly.
Oozing horror's nature slow area effect hits BecauseKruzSaidSo for 25 nature damage.
Mana Clash hits BecauseKruzSaidSo for 4 arcane damage.
--------------------------------
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
You are unable to move!
Golaith the green jelly uses Stunning Blow.
Golaith the green jelly casts Self-destruction.
You feel a surge of power as a powerful creature falls nearby.
Character control switched to BecauseKruzSaidSo.
Saving game...







































































































