










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Ashes of Urh'Rok 1.7.0Official 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:
Embers of Rage 1.7.0Official 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 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.6.0This 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 Items Vault 1.7.0Donators/Buyers bonus! Easy Map 1.4.0This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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!) Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! 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. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Better Item Description 1.7.0This 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 Charsheet Talents Improvement 1.2.3Improves the charsheet talents listing. Note: might be be implemented by next patch Forbidden Cults 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 19 / 51% |
| Size | medium |
| Lifes / Deaths | Killed by Eilineda the copperhead snake at level 19 on the 62nd Dusk 122nd year of Ascendancy at 11:37 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 12 (base 10) |
| Constitution | 37 (base 32) |
| Magic | 62 (base 47) |
| Willpower | 21 (base 13) |
| Cunning | 15 (base 14) |
Resources
| Life | -550/294 |
| Mana | 89/281 |
| Soul | 10/12 |
| Healing Factor | 1.2041015905906 |
| Regeneration | 8.7297365317816 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 21 |
| Accuracy | 23 |
| Crit Chance | 18% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 42 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +58% |
| Nature | +30% |
| Lightning | +11% |
| Cold | +18% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 2 (30%) |
| Defense | 11 |
| Ranged Defense | 11 |
| Fatigue | 0 |
| Physical Save | 25 |
| Spell Save | 35 |
| Mental Save | 25 |
Defense: Resistances
| Blight | + 27%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 37%( 70%) |
| All | + 23%( 70%) |
| Lightning | + 40%( 70%) |
| Temporal | + 25%( 70%) |
| Physical | + 26%( 70%) |
| Darkness | + 50%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Stun Resistance | 41% |
| Instadeath Resistance | 100% |
| Teleport Resistance | 20% |
Inscriptions (3/3)
| 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 370 damage for 5 turns. Its effects scale with your Constitution stat. |
| 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 265 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 98 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Age of dusk | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
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 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Wrathroot. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved Constitution by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * 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 have explored the Old Forest and vanquished Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' * You've found the needed red crystal shard. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * You've found the needed giant spider spinneret. * You've found the needed ice ant stinger. | 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 within5 lumberjacks have died. | done |
Equipment
| On feet | Earyrand the Ravenkin (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +6% darkness Melee Ret 6 acid ----- def ----- Armour +1 Fatigue -5% Resists +3% darkness Phys.save +6 (+3 eff.) Mind.save +9 (+5 eff.) ---------- misc Max.enc +21 Equi/ret +0.04 A pair of boots made of leather. |
| Light source | brass lantern 'Tychik'2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Acc +10 (+5 eff.) Apr +2 Melee Ret 2 mind ----- def ----- Die.at -60.00 life ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | shielding linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Spell.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
| Tool | Barilach the Shadetouch (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature +9% darkness ----- def ----- Resists +10% nature +5% arcane Die.at -60.00 life HP.reg +4.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Voriyann0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Dmg.mod +11% lightning Acc +10 (+5 eff.) ----- def ----- Resists +22% lightning +2% physical Max.HP +80.00 Teleport- +20% Rings make your fingers look great! |
| On fingers | savior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +10 (+5 eff.) HP.reg +2.00 Stun/Frz- +31% Rings make your fingers look great! |
| Around waist | rough leather belt 'Jetrend'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness +3% cold ----- def ----- Resists +6% fire +12% darkness +7% cold A belt that goes around your waist. |
| In main hand | cruel ash bonestaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Defense +8 (+8 eff.) ---------- misc Light +2 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 91.46 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. |
| On hands | Emura the Obsidiankiller (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Res.pen +10% darkness Melee Ret 4 mind On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Armour +1 Resists +3% temporal Spell.save +9 (+4 eff.) HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Brenirak the Balancewind (0 def, 0 armour)2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold +22% nature +9% darkness ----- def ----- Resists +39% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Flowerbright (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +1% physical Die.at -60.00 life 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 | Lelodig the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +1% physical +6% darkness +11% fire +3% nature +12% cold Stun/Frz- +10% Amulets make your neck look great! |
Inventory
Quenchkiller0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +15% cold Res.pen +20% cold Melee Ret 4 cold On Hit (Melee): * 10% chance to reduce armor by 32% ---------- misc Masteries +0.13 Spell/Rime wraith Amulets make your neck look great! |
clarifying copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +11% mind Confus- +20% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+12 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Offalrupture0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Cun +4 Str dps ---------- Crit.mult +14.00% Dmg.mod +9% nature Res.pen +20% lightning Acc +7 (+4 eff.) Apr +12 ---------- misc See.Invis +9 Amulets make your neck look great! |
stabilizing steel amulet of constitution (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +11% temporal Pinning- +22% Knockbk- +26% Amulets make your neck look great! |
steel amulet 'Duriragorn'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Melee Ret 8 mind ----- def ----- Resists +12% blight +20% temporal +9% cold +6% lightning Pinning- +20% Knockbk- +28% Amulets make your neck look great! |
Eclipsehue0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +9% darkness Melee Ret 4 darkness ----- def ----- Resists +3% darkness +9% cold Mind.save +6 (+3 eff.) Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Confus- +20% Rings make your fingers look great! |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +10 (+5 eff.) Confus- +20% Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
titan's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Kor's Fall (10-12 power, 0 apr, darkness element)5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +0 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+3 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 123.95 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (248). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
elm magestaff 'Unlightstreak' (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon [Rare] Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% cold +3% temporal +3% nature +3% darkness On Hit (Melee): * 20% chance to slow global speed by 39% * 20% chance to reduce damage dealt by 12% ----- def ----- Defense +5 (+5 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area and deals 67.91 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. |
Haridedig the ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Resists +12% temporal +14% darkness +5% arcane Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Def/telep +8 Res/telep +7% Dur/telep +9% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff of greater warding (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% arcane ----- def ----- Armour +7 Defense +7 (+7 eff.) ---------- misc Wards +3 arcane Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of might (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of warding (19-23 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego] Arcane Power 19.0 - 22.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +19% blight ----- def ----- Armour +5 Defense +4 (+4 eff.) ---------- misc Wards +2 blight Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging ash bonestaff of power (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +11 (+4 eff.) S.pwr/crit +3 Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of might (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Ego] Arcane 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: dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel longsword of erosion (16-23 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Nature Power 16.5 - 23.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature Sharp, long, and deadly. |
acidic iron mace of erosion (12-17 power, 2 apr)3.0 T1 mace 1H weapon Reqs Str 11 [Ego] Arcane/Nature Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature On Crit: * Splash the target with acid dealing 121 damage over 5 turns and reducing armor and accuracy by 16 Blunt and deadly. |
arcing steel mace (14-19 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage Blunt and deadly. |
arcing steel waraxe (12-16 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 73 damage One-handed war axes. |
Blindtyphoon (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 fire On Hit.r1 +8 fire On Crit.r2 +4 darkness While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +5.00% Mind.pwr +4 (+2 eff.) Melee+ 5 mind 5 darkness Dmg.mod +11% mind +12% darkness Res.pen +8% mind +7% darkness ----- def ----- Resists +6% darkness ---------- misc Max.hate +4.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
manaburning vined mindstar of clarity (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Disrupt/Psionic Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit: * 15 arcane resource burn While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Resists +2% arcane Mind.save +3 (+2 eff.) ---------- misc Max.psi +13.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar 'Dazzlerupture' (5-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +7.0% Atk.spd 100% On Hit.r1 +8 acid On Hit: * 11% chance to slow global speed by 39% * 8% chance to reduce armor by 32% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +15% light +3% nature ---------- misc Talents +1 Attune Mindstar Divide the mindstar in two Puts all charms on 1 cooldown 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. |
Great Caller (10-11 power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 10.0 - 11.0 Nature Uses 30% Wil, 50% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
gifted thorny mindstar (8-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
cured leather sling 'Torchreign'4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit.r1 +4 fire While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con dps ---------- Melee Ret 2 fire On Hit (Ranged): * 20% chance to reduce all saves and defense by 14 ----- def ----- Resists +15% light Slings are used to hurl stones or metal shots at your foes. |
enhanced dwarven-steel steamgun4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +4 Str +3 Dex +5 Mag +3 Wil +6 Cun +4 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
barbed quiver of ash arrows (20/20, 32-44 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego+] Master Power 31.5 - 44.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 20 On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
pouch of iron shots 'Shiverhue' (18/18, 14-16 power, 1 apr)3.0 T1 shot ammo [Rare] Master Power 13.5 - 16.2 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +7 Apr +1 Crit +4.0% Capacity 18 Ranged+ +8 cold On Hit.r1 +16 cold +12 fire On Crit.r2 +20 fire +20 cold Shots are used with slings to pummel your foes to death. |
pouch of dwarven-steel shots of erosion (19/19, 36-43 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature Power 36.0 - 43.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 19 Ranged+ +5 nature Shots are used with slings to pummel your foes to death. |
shocking steel shield of mind resistance (+10%) (0 def, 4 armour, 37.5 block)7.0 T2 shield armor Reqs - Shield usage training Str 16 [Ego] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 8 lightning Melee Ret 2 lightning ----- def ----- Armour +4 Fatigue +8% Resists +10% mind ---------- misc Talents +1 Block Handheld deflection devices. |
mindwoven linen robe of lightning (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +7% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of the mountain (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +11% physical ----- def ----- Resists +7% all +11% physical Mind.save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering linen robe of darkness (+18%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness +11% arcane ----- def ----- Resists +18% darkness +7% all ---------- misc Max.mana +17.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Chillwrecker' (3 def, 3 armour)2.0 T2 cloth armor [Rare] Master While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% ----- def ----- Armour +3 Defense +3 (+3 eff.) Resists +15% cold +9% all Phys.save +21 (+10 eff.) ---------- misc Psi/ret +0.12 Max.hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +15% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of fire (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +11% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating cured leather armour of fire resistance (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +17% fire HP.reg +3.40 ---------- misc Stam/turn +0.90 A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+9 eff.) Fatigue +8% HP.reg +2.40 ---------- misc Stam/turn +1.20 A suit of armour made of leather. |
steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs - Massive armour training Str 28 [Normal] While equipped: ----- def ----- Armour +9 Fatigue +22% A suit of armour made of metal plates. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Hatharoddahor the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +5 Con ----- def ----- Defense +7 (+7 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Beoderath (0 def, 2 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Mag +5 Con dps ---------- Dmg.mod +6% arcane Melee Ret 2 arcane ----- def ----- Armour +2 ---------- misc Infravis +2 A pair of boots made of leather. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots 'Blindnail' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Dmg.mod +6% physical Res.pen +5% darkness Apr +4 ----- def ----- Armour +1 Resists +3% fire HP.reg +3.00 Heal.mod +11% A pair of boots made of leather. |
Tundraweeper (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun +7 Dex dps ---------- Phys.crit +2.0% Crit.mult +10.00% Res.pen +25% cold ----- def ----- Armour +3 Fatigue +2% Resists +12% cold ---------- misc Stam/turn +2.00 Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+6 eff.) Acc +7 (+4 eff.) Apr +9 ----- def ----- Armour +2 Resists +7% blight Spell.save +11 (+5 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
clarifying linen wizard hat of light (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% light ----- def ----- Defense +1 (+1 eff.) Resists +15% light Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
Falaroddador (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Wil +4 Con dps ---------- Dmg.mod +12% lightning Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 32% ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning A pointy cloth hat, very wizardly... |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 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. |
4 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. |
8 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. |
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. |
2 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. |
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. |
2 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. |
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. |
94 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. |
Zubuthra2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Max.HP +41.00 Cut- +10% Disarm- +20% ---------- 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. |
brass lantern 'Korokor'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Con ----- def ----- Armour +6 Resists +7% blight +3% temporal Die.at -40.00 life HP.reg +2.00 Confus- +20% ---------- misc Equi/ret +0.24 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. |
Galakath the Forestradiance (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature Res.pen +5% nature ----- def ----- Defense +15 (+12 eff.) Resists +17% nature +2% physical Max.HP +20.00 Blind- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% 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] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+5 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 Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Deepswarden [power 182] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Mag dps ---------- Res.pen +5% darkness ----- def ----- Resists +3% mind +12% darkness +3% light Max.HP +20.00 Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
Eilinawen the ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Resists +12% fire +6% light +12% cold Reveal the area around you, dispelling darkness (radius 10, power 69 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ByebyeBabyElephant the Shalore Necromancer level 17
49th Dusk 122nd year of Ascendancy at 06:41 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ByebyeBabyElephant the Shalore Necromancer level 10
5th Flare 122nd year of Ascendancy at 18:29 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By ByebyeBabyElephant the Shalore Necromancer level 6
6th Mirth 122nd year of Ascendancy at 08:16 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By ByebyeBabyElephant the Shalore Necromancer level 9
1st Summertide 122nd year of Ascendancy at 17:56 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ByebyeBabyElephant the Shalore Necromancer level 9
3rd Summertide 122nd year of Ascendancy at 02:20 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ByebyeBabyElephant the Shalore Necromancer level 15
27th Dusk 122nd year of Ascendancy at 21:32 see stats
Log
Eilineda the copperhead snake's Beyond the Flesh killed Ghoul!
Burning from Eilineda the copperhead snake hits ByebyeBabyElephant for 33 fire damage.
Isodabeth the dire wolf howls
ByebyeBabyElephant is confused and fails to use Attack.
Eilineda the copperhead snake uses Telekinetic Smash.
Melee retaliation hits Eilineda the copperhead snake for (2 to psi shield), 3 acid, 3 mind, (2 to psi shield), 3 acid, 3 mind (11 total damage).
Eilineda the copperhead snake hits ByebyeBabyElephant for 106 physical, 93 physical (199 total damage).
Dreadmaster hits Eilineda the copperhead snake for 7 fire damage.
Isodabeth the dire wolf uses Blindside.
Isodabeth the dire wolf damages himself through Martyrdom!
ByebyeBabyElephant hits Isodabeth the dire wolf for 3 mind, 3 mind (7 total damage).
Melee retaliation hits Isodabeth the dire wolf for (5 antimagic), 0 acid, 3 mind, (4 antimagic), 0 acid, 3 mind (6 total damage).
Melee retaliation hits Eilineda the copperhead snake for (2 to psi shield), 3 acid, 3 mind (5 total damage).
Eilineda the copperhead snake's Beyond the Flesh hits ByebyeBabyElephant for 79 physical damage.
Isodabeth the dire wolf hits ByebyeBabyElephant for 71 mind, 75 mind (146 total damage).
Eilineda the copperhead snake bites poison into ByebyeBabyElephant.
ByebyeBabyElephant is poisoned!
ByebyeBabyElephant stops burning.
Talent Black Ice is ready to use.
Talent Invoke Darkness is ready to use.
Melee retaliation hits Eilineda the copperhead snake for (2 to psi shield), 3 acid, 5 mind (8 total damage).
Poison from Eilineda the copperhead snake hits ByebyeBabyElephant for 5 nature damage.
Eilineda the copperhead snake hits ByebyeBabyElephant for 5 nature damage.
ByebyeBabyElephant is confused and fails to use Dread.
Eilineda the copperhead snake performs a melee critical strike against ByebyeBabyElephant!
Melee retaliation hits Eilineda the copperhead snake for (2 to psi shield), 3 acid, 3 mind (5 total damage).
Eilineda the copperhead snake hits ByebyeBabyElephant for 85 physical damage.
ByebyeBabyElephant the level 19 shalore necromancer was crushed to death by Eilineda the copperhead snake on level 4 of Old Forest.















































































































