









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: 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:
Better Item Description 1.7.2This 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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! No Patrols 1.7.2Warning: This addon breaks Orcs campaign. All World Map Patrols have been disabled. Based on Fuck Patrols Addon. Make it work for Orcs campaign. Also eliminate friendly patrols. Why not use Opt-in Adventurers Parties? Overloaded Files: 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 28 / 20% |
| Size | medium |
| Lifes / Deaths | Killed by Lisuldatha the warg at level 5 on the 6th Mirth 122nd year of Ascendancy at 20:47 0 / 7Killed by Grand Corruptor at level 22 on the 27th Pyre 123rd year of Ascendancy at 12:38 Killed by Nerowyn the skeleton warrior at level 24 on the 53rd Pyre 123rd year of Ascendancy at 22:13 Killed by Belemira the lesser vampire at level 26 on the 76th Pyre 123rd year of Ascendancy at 04:40 Killed by Lord of Skulls (warrior) at level 27 on the 5th Mirth 123rd year of Ascendancy at 15:46 Killed by Slick at level 27 on the 10th Mirth 123rd year of Ascendancy at 05:48 Killed by elder vampire at level 28 on the 12nd Dusk 123rd year of Ascendancy at 16:24 |
Primary Stats
| Strength | 19 (base 13) |
| Dexterity | 32 (base 22) |
| Constitution | 22 (base 22) |
| Magic | 62 (base 46) |
| Willpower | 24 (base 10) |
| Cunning | 53 (base 43) |
Resources
| Life | -24/835 |
| Mana | 2/332 |
| Stamina | 38/216 |
| Healing Factor | 1.2324166372473 |
| Regeneration | 11.399853894537 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 34.470023594311 |
| See Invisible | 40.470023594311 |
Offense: Mainhand
| Damage | 23 |
| Accuracy | 44 |
| Crit Chance | 15% |
| APR | 11 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 8 |
| Accuracy | 44 |
| Crit Chance | 18% |
| APR | 15 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +37% |
| Mind | +9% |
| Blight | +9% |
| Arcane | +6% |
| Fire | +15% |
| All | 0% |
Offense: Damage Penetration
| Acid | +15% |
| Lightning | +9% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 1 |
| Physical Save | 14 |
| Spell Save | 35 |
| Mental Save | 23 |
Defense: Resistances
| Lightning | + 60%( 70%) |
| Nature | + 25%( 70%) |
| Blight | + 24%( 70%) |
| Physical | + 22%( 70%) |
| Darkness | + 26%( 70%) |
| All | + 20%( 70%) |
Defense: Immunities
| Stun Resistance | 94% |
| Confusion Resistance | 24% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 0% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Pinning Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 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 217 damage for 4 turns. Its effects scale with your Strength 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 78 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 18 Travel Speed: 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 4/5 |
| Spell / Enhancement | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Dreadfell. Escort: lone alchemist (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Heart of the Gloom. Escort: lost sun paladin (level 1 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Heart of the Gloom. Escort: lost sun paladin (level 2 of Heart of the Gloom)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Isewyn the skeleton mage. Escort: repented thief (level 6 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton warrior. Escort: temporal explorer (level 1 of Dreadfell) | failed |
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 ice dragon that dwelled there. | 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. * You have upgraded your rod of recall to transport you to the fortress. The fortress's current energy level is: 30. | 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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed sandworm tooth. * You've found the needed vial of elder vampire blood. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed bloated horror heart. | 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 within | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | undeterred pair of rough leather boots of evasion (3 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +1 Defense +3 (+1 eff.) Silence- +20% Confus- +24% Stun/Frz- +23% Evasion: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| Light source | brass lantern 'Lightobsidian'2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) ----- def ----- Resists +5% blight +7% darkness Spell.save +3 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +20.00 Light +4 Infravis +3 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 19 blight damage or heals 26 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. 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 | Grinybar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +6 Wil dps ---------- Spell.pwr +30 (+7 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% blight Phasing +10% ----- def ----- Armour +1 Fatigue +1% ---------- misc Vim/s.crit +1.00 A cap made of leather. |
| On hands | Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
| Tool | steel torque of mindblast 'Dayslicer' [power 185] (1/13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% mind Res.pen +5% light +15% acid Melee Ret 10 light On Hit (Melee): * 20% chance to reduce armor by 39% ---------- misc Psi/ret +0.12 Blast the opponent's mind dealing 202 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | copper quartz ring0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +7 (+4 eff.) Acc +8 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+4 eff.) Stun/Frz- +30% Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. 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 140% 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. Rings make your fingers look great! |
| On fingers | gold emerald ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Armour +3 Resists +3% all Max.HP +67.00 HP.reg +9.00 Heal.mod +13% Rings make your fingers look great! |
| Around neck | grounding steel amulet of soulsearing0.1 T2 amulet jewelry [Ego+] Arcane/Nature While equipped: dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% blight +5% fire ----- def ----- Resists +14% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | short elm magestaff of illumination (100% power, 2 apr, fire element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% 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% fire ----- def ----- Defense +6 (+3 eff.) ---------- 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 118.78 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. |
| Around waist | Shocksin the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Resists +2% physical Crit.dmg- 15.00% Max.HP +31.00 Disease- +10% Pinning- +10% A belt that goes around your waist. |
| In off hand | elemental steel dagger of erosion (108% power, 6 apr)1.0 T2 dagger 1H weapon [Ego+] Arcane/Nature Power 108% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature On Hit: * Create an explosion dealing 103 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +9% lightning Sharp, short and deadly. |
| Cloak | Milafast (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +6% nature Crit.dmg- 5.00% Spell.save +3 (+2 eff.) Max.HP +31.00 Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | spellwoven woollen robe of lightning (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +9% all Spell.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
wild infusion of the titan (res 20%; magical; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 20% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (246.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 246.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. 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 43; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 43 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 197; dur 4; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 197 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 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. |
grounding steel amulet0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Stun/Frz- +20% Amulets make your neck look great! |
starlit gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% light +12% darkness Blind- +24% Amulets make your neck look great! |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +5 Cun +5 Con dps ---------- S.pwr/crit +5 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.70 Mana/turn +0.27 Max.mana +22.00 Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Dourbraid the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +9% darkness +15% temporal Acc +8 (+3 eff.) Melee Ret 4 darkness 10 temporal On Hit (Melee): * 10% chance to reduce damage dealt by 19% Rings make your fingers look great! |
Zanegavor the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+2 eff.) Res.pen +5% blight Melee Ret 6 arcane ----- def ----- Spell.save +6 (+3 eff.) Blind- +23% ---------- misc Infravis +4 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
gold Prothotipe's Prismatic Eye ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +11 Mag +6 Wil +5 Con dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +10% lightning +10% fire +10% cold ---------- misc Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Rings make your fingers look great! |
gold jade ring0.1 T3 ring jewelry [Ego++] Master/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+4 eff.) Acc +13 (+4 eff.) Apr +10 ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +4% all Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. 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 140% 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. Rings make your fingers look great! |
marksman's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% physical Acc +6 (+2 eff.) ----- def ----- Resists +11% physical Rings make your fingers look great! |
marksman's gold ring of light (+24%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +12% light Acc +12 (+4 eff.) ----- def ----- Resists +24% light Rings make your fingers look great! |
marksman's steel ring of aether (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +11% arcane Acc +6 (+2 eff.) ----- def ----- Resists +11% arcane Rings make your fingers look great! |
psionicist's steel ring of corrosion (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +6 (+6 eff.) Spell.save +8 (+4 eff.) Mind.save +6 (+3 eff.) Rings make your fingers look great! |
sneakthief's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+6 eff.) Mind.save +7 (+3 eff.) Confus- +20% Rings make your fingers look great! |
wizard's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Spell.save +6 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. 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 140% 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. Rings make your fingers look great! |
thought-forged stralite dagger of enduring (130% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Nature/Psionic Power 131% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +5 mind On Hit: * 14% chance to reduce all saves and defense by 23 While equipped: Stats +12 Wil +4 Cun +7 Con ----- def ----- Max.HP +10.00 Sharp, short and deadly. |
mighty yew longbow4.0 T3 longbow 2H weapon [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Str dps ---------- Phys.pwr +11 (+6 eff.) Longbows are used to shoot arrows at your foes. |
steel longsword 'Porokira' (115% power, 8 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.0% Atk.spd 100% Melee+ +12 acid While equipped: Stats +2 Cun +2 Con dps ---------- Dmg.mod +9% acid Acc +9 (+3 eff.) ----- def ----- Defense +17 (+8 eff.) Phys.save +3 (+3 eff.) Disarm- +31% Sharp, long, and deadly. |
Blazevault the dwarven-steel mace (133% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Rare] Arcane Power 134% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire While equipped: Stats +8 Con dps ---------- Phys.crit +2.0% Crit.mult +5.00% Res.pen +5% lightning Apr +3 ----- def ----- Phys.save +3 (+3 eff.) Blunt and deadly. |
Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 100% Range: 1.1x Uses 30% Wil, 50% Cun Dmg Nature 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. |
enhanced hardened leather sling of true flight4.0 T3 sling 1H weapon [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +5 Cun +6 Con dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
enhanced hardened leather sling of true flight4.0 T3 sling 1H weapon [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: Stats +6 Str +5 Dex +6 Mag +6 Wil +5 Cun +6 Con dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
mighty hardened leather sling of enduring4.0 T3 sling 1H weapon [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str +7 Wil +6 Con dps ---------- Phys.pwr +7 (+4 eff.) ----- def ----- Max.HP +13.00 Slings are used to hurl stones or metal shots at your foes. |
short elm magestaff of warding (100% power, 2 apr, fire element)5.0 T1 staff 1H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% 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% fire ----- def ----- Armour +5 Defense +5 (+2 eff.) ---------- misc Wards +2 fire Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
deep-steel trident of enduring (132% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Nature Power 133% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil ----- def ----- Max.HP +47.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
deep-steel trident of enduring (131% power, 10 apr)3.0 T3 trident 2H weapon Reqs Str 24 [Ego+] Nature Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Con +12 Wil ----- def ----- Max.HP +35.00 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Camidur the Tideglory (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +14% light +23% cold Res.pen +5% cold Melee Ret 2 cold ----- def ----- Resists +8% lightning +10% darkness +38% cold +9% blight +8% fire +29% light +11% all Phys.save +11 (+8 eff.) Spell.save +24 (+10 eff.) Mind.save +12 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerewe the Scorchwreath (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Phys.crit +14.0% Spell.crit +13% Mind.crit +12% Crit.mult +8.00% Dmg.mod +3% fire ----- def ----- Armour +2 Resists +3% cold +6% fire +6% nature +3% physical 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. |
Ademira the Doursage (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +9% darkness +27% arcane Res.pen +25% lightning Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
Yaldan Baoth (0 def, 10 armour)3.0 T4 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +10 Str +10 Con dps ---------- Dmg.mod +15% light ----- def ----- Armour +10 Fatigue +4% Resists +15% light +25% darkness Res.Cap +10% darkness Unseen.red 33% ---------- misc Light -2 Sight -2 Blind-Fight: No penalty when attacking invisible/stealthed Lower the helmet's visor, blinding yourself (and protecting from other blinds) for 6 turns. If the helmet is taken off, the effect will end early.. Uses 34 power out of 40/40 The golden bascinet crown, affiliated with Veluca of Yaldan. King of the mythical city of Yaldan, that was struck from the face of Eyal by the arrogance of its people. Lone survivor of his kin, he spent his last years wandering the early world, teaching man to stand against the darkness. With his dying words, "Fear no evil", the crown was passed onto his successor. |
volcanic hardened leather armour of clarity (9 def, 14 armour)9.0 T3 light armor [Ego+] Nature/Psionic While equipped: dps ---------- Melee+ 7 fire Ranged+ 6 fire ----- def ----- Armour +14 Defense +9 (+4 eff.) Fatigue +8% Resists +18% fire +7% mind +15% physical Mind.save +10 (+5 eff.) A suit of armour made of leather. |
6 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. |
406 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. |
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. |
5 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) 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 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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. |
2 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. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 112% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
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. |
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. |
focusing stralite torque of mindblast [power 290] (1/13 cooldown)2.0 T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 316 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
piercing steel torque of clear mind [power 2] (1/22 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Beleblek the Kindledream [power 296] (1/13 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +6% physical +18% fire Acc +10 (+3 eff.) Melee Ret 10 light ----- def ----- Defense +15 (+7 eff.) Phys.save +15 (+10 eff.) Heal yourself and all friendly characters within 10 spaces for 296 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
extending yew totem of stinging [power 266] (1/13 cooldown)2.0 T3 totem charm [Ego+] Nature Sting an enemy dealing 266 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
3 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. |
Chilllore the yew wand of shielding [power 254] (1/17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% cold Melee Ret 4 cold ----- def ----- Armour +6 Resists +6% darkness +1% physical Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 45. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing elven-wood wand of lightning storm [power 332] (1/13 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 90 lightning damage and will be dazed for 1 turn (454 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 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. |
5 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. |
7 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Slick the Skeleton Arcane Blade level 21
22nd Regrowth 123rd year of Ascendancy at 18:12 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Slick the Skeleton Arcane Blade level 18
60th Haze 122nd year of Ascendancy at 05:29 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Slick the Skeleton Arcane Blade level 28
5th Dusk 123rd year of Ascendancy at 04:55 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Slick the Skeleton Arcane Blade level 25
65th Pyre 123rd year of Ascendancy at 04:53 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Slick the Skeleton Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 17:02 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Slick the Skeleton Arcane Blade level 20
1st Wintertide 123rd year of Ascendancy at 11:47 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Slick the Skeleton Arcane Blade level 18
59th Haze 122nd year of Ascendancy at 11:14 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Slick the Skeleton Arcane Blade level 19
10th Decay 122nd year of Ascendancy at 12:39 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Slick the Skeleton Arcane Blade level 11
7th Dusk 122nd year of Ascendancy at 02:40 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Slick the Skeleton Arcane Blade level 22
60th Regrowth 123rd year of Ascendancy at 05:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Slick the Skeleton Arcane Blade level 11
25th Dusk 122nd year of Ascendancy at 11:35 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Slick the Skeleton Arcane Blade level 23
31st Pyre 123rd year of Ascendancy at 11:10 see stats
Log
Keyboard input temporarily disabled.
Slick is wreathed in flames on the brink of death!
Elder vampire hits Slick for 0 blight damage.
Melee retaliation hits Elder vampire for 11 light damage.
The Master casts Black Ice.
The Master hits Slick for 0 cold damage.
Slick's spell attains critical power!
Slick's spell attains critical power!
Talent Flurry is ready to use.
Thunderstorm hits Elder vampire for 33 lightning damage.
Thunderstorm hits The Master for (49 absorbed), 5 lightning (5 total damage).
Slick uses Flurry.
Slick misses Elder vampire.
Slick misses Elder vampire.
Slick performs a melee critical strike against Elder vampire!
Slick casts Flame.
Slick performs a melee critical strike against Elder vampire!
Slick misses Elder vampire.
Slick misses Elder vampire.
Slick hits Elder vampire for 10 physical, 4 physical, 1 nature, 63 lightning (77 total damage).
Slick hits The Master for (56 absorbed), 6 lightning (6 total damage).
Elder vampire is on fire!
Slick's Flame hits Elder vampire for 57 fire damage.
Burning from Slick hits Elder vampire for 19 fire damage.
Melee retaliation hits Elder vampire for 11 light damage.
Elder vampire receives 54 healing from Slick.
Elder vampire hits Slick for 131 blight damage.
Slick the level 28 skeleton arcane blade was plagued to death by an elder vampire on level 9 of Dreadfell.
The furious lightning storm around Slick calms down and disappears.




















































































































