










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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. Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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.
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:
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 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:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Items Vault 1.7.6Donators/Buyers bonus! Low Health Popup 1.7.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Arcane Blade |
| Level / Exp | 34 / 53% |
| Size | medium |
| Lifes / Deaths | Killed by Poraldalle the brown bear at level 34 on the 16th Pyre 123rd year of Ascendancy at 04:33 / 1 |
Primary Stats
| Strength | 44 (base 18) |
| Dexterity | 42 (base 18) |
| Constitution | 12 (base 10) |
| Magic | 77 (base 60) |
| Willpower | 43 (base 20) |
| Cunning | 76 (base 48) |
Resources
| Life | -134/729 |
| Mana | 367/597 |
| Stamina | 272/312 |
| Positive | 129/149 |
| Healing Factor | 1.1391526171257 |
| Regeneration | 8.2588564741616 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +1.9984014443253E-12% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 10 |
| See Stealth | 51.174866052011 |
| See Invisible | 58.174866052011 |
Offense: Mainhand
| Damage | 44 |
| Accuracy | 61 |
| Crit Chance | 27% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 21% |
| Speed | 1 |
Offense: Damage Bonus
| Arcane | +13% |
| Mind | +10% |
| All | +2% |
| Lightning | +39% |
| Light | +5% |
| Temporal | +28% |
| Physical | +8% |
| Darkness | +17% |
| Fire | +8% |
| Nature | +20% |
Offense: Damage Penetration
| Lightning | +65% |
| Light | +15% |
| Temporal | +5% |
| Blight | +15% |
| Acid | +10% |
| Fire | +10% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 13 (35.65183292883%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 42 |
| Spell Save | 43 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 20%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 16%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 53%( 70%) |
| Temporal | + 14%( 70%) |
| Physical | + 20%( 70%) |
| Darkness | + 34%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 20%( 70%) |
Defense: Immunities
| Confusion Resistance | 28% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 452 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 106 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 962% for 10 turns (23 total) and instantly restoring 48 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 539% 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 Constitution stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 3/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 171. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed naga tongue. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed chunk of ghoul flesh. * You've found the needed black mamba head. 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 vial of fire wyrm saliva. * You've found the needed minotaur nose. * '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.' 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 electric eel tail. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Manerak the Air's kiss (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +2 Cun +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +2% Resists +1% physical Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Buziladir the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +4 Wil dps ---------- Spell.crit +3% Crit.mult +5.00% Spell.pwr +5 (+1 eff.) Dmg.mod +8% mind Phasing +20% ----- def ----- Defense +5 (+2 eff.) Resists +7% blight +6% darkness Blind- +25% Confus- +18% ---------- misc Mana/turn +0.08 Max.stam +20.00 Light +8 Infravis +4 See.Stealth +11 See.Invis +18 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 34 cooldown Level 2.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 20 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Flowerspawner (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature Res.pen +20% lightning On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Defense +1 (+1 eff.) Resists +12% lightning +6% temporal +3% nature A pointy cloth hat, very wizardly... |
| Tool | Filthlady [power 330] (13 cooldown)2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% nature Res.pen +10% acid +5% nature ----- def ----- Resists +9% acid +9% nature Blast the opponent's mind dealing 363 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 22% for 2 turns. 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Siloth the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +8 Wil dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24% lightning +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Rings make your fingers look great! |
| On fingers | Fogtreason0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness Res.pen +15% blight +5% temporal ----- def ----- Resists +6% blight +9% darkness Max.HP +57.00 HP.reg +7.00 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Offaldredge'1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +9 Str +6 Dex +8 Wil +6 Cun dps ---------- Dmg.mod +6% nature Melee Ret 4 nature On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% fire +3% darkness +8% cold Phys.save +23 (+7 eff.) Spell.save +21 (+7 eff.) Mind.save +25 (+8 eff.) A belt that goes around your waist. |
| In main hand | cruel elven-wood magestaff of might (25-30 power, 5 apr, lightning 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 +24% Crit.mult +17.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Strikegrinder (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Phys.crit +3.0% Dmg.mod +15% temporal Acc +34 (+8 eff.) Apr +3 ----- def ----- Armour +10 Fatigue +3% Resists +10% darkness +12% lightning Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +3 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +14.0% Atk.spd 83% Melee+ +7 darkness On Crit: 10% Dominate 3 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 20 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | woollen robe 'Eclipsepall' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +11% arcane +11% temporal Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +3% acid +9% all Spell.save +9 (+3 eff.) ---------- misc Mana/turn +0.16 Max.mana +134.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Lelyrofang the Blazevile (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +6% fire Res.pen +10% lightning +10% fire +15% light ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+2 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | gold amulet 'Flashblow'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% physical Res.pen +20% lightning Apr +1 ----- def ----- Resists +12% blight +11% physical Phys.save +6 (+2 eff.) Mind.save +9 (+3 eff.) ---------- misc Stam/turn +2.60 Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 14%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 14% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
blink rune of the sneak (range 7; phase 20; cd 18)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. 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 duelist (damage 201; 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 201.35 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 Dexterity 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 of the warrior (absorb 97; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 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 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 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the duelist (absorb 310; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 310 damage for 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the sneak (absorb 333; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 create a protective shield absorbing at most 333 damage for 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +1 Mag +3 Cun +3 Con dps ---------- S.pwr/crit +3 Mov.spd +10% ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.50 Mana/turn +0.14 Max.mana +25.00 Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
serendipitous voratun amulet of perfection (0.26 Wild-gift / Harmony,0.26 Spell / Staff combat)0.1 T5 amulet jewelry [Ego++] Nature/Master While equipped: Stats +12 Lck dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +10 (+4 eff.) Unseen.red 12% ---------- misc Masteries +0.26 Wild-gift/Harmony +0.26 Spell/Staff combat Amulets make your neck look great! |
copper ring 'Belanne'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +6 Mag dps ---------- Dmg.mod +11% nature Res.pen +10% arcane ----- def ----- Resists +12% temporal +22% nature +5% arcane Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.vim +20.00 Rings make your fingers look great! |
Gildavea the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) Dmg.mod +14% acid ----- def ----- Resists +28% acid Die.at -80.00 life ---------- misc Psi/ret +0.20 Max.stam +20.00 Rings make your fingers look great! |
Khelazor0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Resists +3% lightning +9% temporal +3% mind Mind.save +5 (+2 eff.) HP.reg +2.00 Confus- +25% Stun/Frz- +23% Rings make your fingers look great! |
Unridralach the steel ring0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil +4 Cun +5 Con dps ---------- Crit.mult +10.00% Mind.pwr +8 (+2 eff.) ----- def ----- Armour +10 Die.at -40.00 life ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +5 Con dps ---------- Spell.crit +3% Phys.pwr +9 (+3 eff.) Spell.pwr +5 (+1 eff.) Dmg.mod +6% blight +9% temporal Melee Ret 2 blight ----- def ----- Blind- +51% ---------- misc Infravis +7 See.Stealth +22 See.Invis +19 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Uledochak'0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.pwr +15 (+5 eff.) Dmg.mod +11% light +12% cold ----- def ----- Resists +22% light +24% cold Mind.save +7 (+3 eff.) Confus- +24% Rings make your fingers look great! |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+3 eff.) Dmg.mod +20% physical Acc +7 (+1 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Channel Staff: Level 2.4 Pwr.cost 8 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 88% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Neruta the yew vilestaff (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Rare] Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +7 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% acid ----- def ----- Armour +4 Defense +18 (+7 eff.) Resists +9% darkness Max.HP +100.00 Heal.mod +15% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 118.96 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Xysetha' (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Dex +2 Con dps ---------- Spell.crit +5% Crit.mult +29.00% Spell.pwr +25 (+6 eff.) S.pwr/crit +7 Melee+ 27 fire Dmg.mod +30% lightning ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +12% mind Crit.chn- 10.00% ---------- misc See.Invis +18 Wards +2 lightning Talents +5 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poletta the Flashcrypt (5 def, 4 armour)2.0 T5 cloth armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +21% light +30% mind Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Defense +5 (+2 eff.) Resists +9% mind +15% all Phys.save +28 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerurema the Coalraptor (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% blight Res.pen +10% lightning Melee Ret 8 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Resists +6% darkness HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
Blazeedge the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Crit.mult +15.00% Spell.pwr +5 (+1 eff.) S.pwr/crit +6 Res.pen +10% fire Melee Ret 4 fire ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +6% lightning +7% physical Phys.save +14 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.vim +20.00 A suit of armour made of leather. |
Windravager the cured leather armour (6 def, 4 armour)9.0 T2 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% light On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +20% nature Max.HP +37.00 HP.reg +3.00 Heal.mod +12% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
steel mail armour 'Borydesta' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Res.pen +15% mind +20% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 26 ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +13% light +13% darkness Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 28.00 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
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. |
spellcowled cashmere cloak of sorcery (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane While equipped: Stats +6 Mag +5 Wil dps ---------- Spell.crit +4% ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Silence- +25% Confus- +22% Stun/Frz- +33% A pair of boots made of leather. |
undeterred pair of hardened leather boots of void walking (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: dps ---------- Res.pen +12% darkness +12% temporal ----- def ----- Armour +3 Resists +14% darkness +19% temporal Silence- +21% Confus- +22% Stun/Frz- +26% Def/telep +19 Res/telep +10% Dur/telep +15% A pair of boots made of leather. |
Infernofoe the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +9% fire ----- def ----- Defense +1 (+1 eff.) Resists +15% acid Die.at -80.00 life Blind- +10% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of light (+16%) (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Defense +2 (+1 eff.) Resists +16% light Shield.pwr +10% HP.reg +2.60 A pointy cloth hat, very wizardly... |
eldritch cashmere wizard hat of arcana (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +11 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) ---------- misc Mana/turn +1.00 Mana/ret +0.90 Max.mana +66.00 Manaflow: Puts all charms on 34 cooldown Level 2.0 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 14 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
Gloomwild the rough leather cap (20 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +1 Defense +20 (+7 eff.) Fatigue +1% Resists +6% blight +6% cold +12% light +11% darkness Crit.chn- 15.00% Max.HP +80.00 Heal.mod +20% Disease- +10% A cap made of leather. |
Duvustir the Lustresquall (14 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +5 (+2 eff.) Res.pen +10% physical ----- def ----- Armour +9 Defense +14 (+5 eff.) Fatigue +3% Resists +4% all Phys.save +8 (+2 eff.) ---------- misc Light +2 A cap made of leather. |
Getedan the Galeraptor (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% temporal Res.pen +5% darkness +5% lightning Melee Ret 2 lightning 4 temporal ----- def ----- Armour +3 Fatigue +5% Resists +9% lightning +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Unrodegorn (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +1 Cun +1 Mag dps ---------- Res.pen +15% arcane ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +7% cold +5% arcane +1% physical Stun/Frz- +20% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
11 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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
9 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. |
9 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. |
3 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. |
2 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. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 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. |
5 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. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
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 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
3 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light 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. |
444 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. |
void-walker's brass lantern of health2.0 T1 lite [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +5% cold +6% temporal Max.HP +44.00 Def/telep +10 Res/telep +11% Dur/telep +11% ---------- misc 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. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
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 Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
Arthidil the Oakoozer [power 115] (13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +10% nature ----- def ----- Resists +6% blight +12% light Max.HP +100.00 Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
evasive iron torque of clear mind [power 1] (22 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
cleansing elm wand of lightning storm [power 116] (13 cooldown)2.0 T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (161 total damage) Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ce'Ninor the Gorestrider [power 206] (13 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Str +3 Dex +3 Con dps ---------- Phys.pwr +30 (+10 eff.) Melee Ret 10 nature ---------- misc Max.stam +30.00 Wards +4 acid +4 temporal +3 nature +4 arcane Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 57 lightning damage and will be dazed for 1 turn (286 total damage) 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. |
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. |
Forbidden Tome: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Achievements
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Dolan the Cornac Arcane Blade level 30
24th Regrowth 123rd year of Ascendancy at 18:36 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Dolan the Cornac Arcane Blade level 11
5th Dusk 122nd year of Ascendancy at 23:46 see stats
Don't Poosh it! (Insane (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Dolan the Cornac Arcane Blade level 33
77th Regrowth 123rd year of Ascendancy at 12:40 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Dolan the Cornac Arcane Blade level 24
22nd Haze 122nd year of Ascendancy at 22:12 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Dolan the Cornac Arcane Blade level 31
27th Regrowth 123rd year of Ascendancy at 07:26 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Dolan the Cornac Arcane Blade level 30
13rd Regrowth 123rd year of Ascendancy at 12:26 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Dolan the Cornac Arcane Blade level 32
44th Regrowth 123rd year of Ascendancy at 18:35 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Dolan the Cornac Arcane Blade level 10
4th Flare 122nd year of Ascendancy at 19:08 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Dolan the Cornac Arcane Blade level 20
71st Dusk 122nd year of Ascendancy at 04:35 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Dolan the Cornac Arcane Blade level 30
13rd Regrowth 123rd year of Ascendancy at 04:11 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Dolan the Cornac Arcane Blade level 27
78th Haze 122nd year of Ascendancy at 01:27 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Dolan the Cornac Arcane Blade level 34
15th Pyre 123rd year of Ascendancy at 08:19 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Dolan the Cornac Arcane Blade level 20
71st Dusk 122nd year of Ascendancy at 20:38 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Dolan the Cornac Arcane Blade level 11
8th Flare 122nd year of Ascendancy at 17:41 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Dolan the Cornac Arcane Blade level 27
1st Decay 122nd year of Ascendancy at 21:28 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Dolan the Cornac Arcane Blade level 11
24th Dusk 122nd year of Ascendancy at 16:23 see stats
The sky is falling! (Insane (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Dolan the Cornac Arcane Blade level 23
22nd Haze 122nd year of Ascendancy at 14:26 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Dolan the Cornac Arcane Blade level 23
22nd Haze 122nd year of Ascendancy at 12:00 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Dolan the Cornac Arcane Blade level 18
47th Dusk 122nd year of Ascendancy at 13:31 see stats
Log
Thunderstorm hits Shadow for 0 lightning damage.
Talent Lightning is ready to use.
Resting starts...
Talent Chain Lightning is ready to use.
Talent Blinding Speed is ready to use.
Rested for 11 turns (stop reason: all resources and life at maximum).
Dolan uses Track.
Shadow casts Phase Door.
Shadow casts Phase Door.
Dolan casts Rune: Shielding.
A shield forms around Dolan.
Dolan's spell attains critical power!
Greater Weapon Focus from Poraldalle the brown bear performs a melee critical strike against Dolan!
Your shield crumbles under the damage!
The shield around Dolan crumbles.
Poraldalle the brown bear performs a melee critical strike against Dolan!
Dolan is cut deeply.
Melee retaliation hits Poraldalle the brown bear for 3 nature, 4 arcane, 16 light, 3 nature, 4 arcane, 16 light, 3 nature, 4 arcane, 16 light, 3 nature, 3 arcane, 13 light (87 total damage).
Greater Weapon Focus from Poraldalle the brown bear hits Dolan for (328 absorbed), 241 physical, 168 physical (409 total damage).
Poraldalle the brown bear hits Dolan for (356 absorbed), 0 physical, 250 physical (250 total damage).
Melee retaliation hits Poraldalle the brown bear for 3 nature, 3 arcane, 13 light (19 total damage).
Poraldalle the brown bear's Quickdraw Knife hits Dolan for 204 physical damage.
Dolan the level 34 cornac arcane blade was cleaved to death by Poraldalle the brown bear on level 3 of Bearscape.
Poraldalle the brown bear prepares for the next kill!
The furious lightning storm around Dolan calms down and disappears.






























































































































