










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Possessor Bonus Class 1.5.4Donators/Buyers bonus! Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
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: 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. Better Item Description 1.5.5This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.5.5Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Plenum Tooltip: Enhanced tooltips v 2.7 for ToME 1.5.0 1.5.0Plenum ToolTip: Enhanced tooltip display for ToME version 2.4 for ToME 1.3.0 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Adventurer |
| Level / Exp | 32 / 86% |
| Size | big |
| Lifes / Deaths | Killed by elven blood mage at level 9 on the 3rd Summertide 122nd year of Ascendancy at 21:33 1 / 5Killed by elven blood mage at level 9 on the 1st Flare 122nd year of Ascendancy at 03:28 Killed by enthralled slave at level 13 on the 5th Decay 122nd year of Ascendancy at 15:42 Killed by enthralled slave at level 13 on the 6th Decay 122nd year of Ascendancy at 03:14 Killed by Urkis, the High Tempest at level 28 on the 1st Regrowth 124th year of Ascendancy at 13:01 |
Primary Stats
| Strength | 28 (base 12) |
| Dexterity | 40 (base 25) |
| Constitution | 24 (base 20) |
| Magic | 91 (base 50) |
| Willpower | 69 (base 43) |
| Cunning | 39 (base 18) |
Resources
| Life | 693/693 |
| Mana | 677/677 |
| Positive | 0/123 |
| Soul | 2/10 |
| Healing Factor | 1.2282474226804 |
| Regeneration | 7.6765463917525 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 63 |
| Accuracy | 27 |
| Crit Chance | 24% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 73 |
| Crit Chance | 41% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +10% |
| Arcane | +32% |
| Cold | +9% |
| All | +2% |
| Lightning | +10% |
| Light | +9% |
| Temporal | +9% |
| Darkness | +9% |
| Physical | +14% |
| Fire | +9% |
| Nature | +7% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +25% |
| Darkness | +10% |
Defense: Base
| Armour (hardiness) | 10 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 3 |
| Physical Save | 36 |
| Spell Save | 63 |
| Mental Save | 36 |
Defense: Resistances
| Nature | + 10%( 70%) |
| Acid | + 20%( 70%) |
| Physical | + 5%( 70%) |
| Lightning | + 20%( 70%) |
| Cold | + 20%( 70%) |
| Arcane | + 22%( 70%) |
| Fire | + 20%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Instadeath Resistance | 100% |
| Blind Resistance | 10% |
| Poison Resistance | 20% |
| Knockback Resistance | 100% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical or mental effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 233 life over 5 turns. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 822% for 10 turns and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Cunning stat. |
Class Talents
| Spell / Necrosis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Golemancy | 1.00 |
| 3/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Advanced-golemancy | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Necrotic minions | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Blurred Mortality |
| talent | Necrotic Aura |
| talent | Arcane Power |
| talent | Arcane Shield |
| talent | Shielding |
| talent | Chant of Resistance |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | active |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
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 lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Trollmire. Escort: lost anorithil (level 2 of Trollmire)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost anorithil to the recall portal on level 7 of Dreadfell. Escort: lost anorithil (level 7 of Dreadfell)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)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 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)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 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Magic by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Dreadfell. Escort: worried loremaster (level 3 of Dreadfell)As a reward you improved Dexterity by +2. | done |
You successfully escorted the worried loremaster to the recall portal on level 6 of Dreadfell. Escort: worried loremaster (level 6 of Dreadfell)As a reward you improved Cunning by +2. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded the transmogrification chest to automatically transmute metallic items into gems before transmogrifying them. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 41. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of elder vampire blood. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed hummerhorn wing. * You've found the needed chunk of ghoul flesh. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed faerlhing fang. * You've found the needed wretchling eyeball. * You've found the needed electric eel tail. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed black mamba head. | 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! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within1 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
Equipment
| On feet | Tempestnigh the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Dex +5 Mag dps ---------- Res.pen +25% lightning Melee Ret 16 lightning ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
| Quiver | 138 alchemist topaz0.0 T2 blue alchemist-gem [Normal] When used as an alchemist bomb: Bomb thrown range +3 Gems can be sold for money or used in arcane rituals. |
| Light source | ethereal alchemist's lamp0.0 T3 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +9 (+2 eff.) ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | eldritch linen wizard hat of knowledge (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +6 (+1 eff.) Mind.pwr +3 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.80 Mana/ret +0.70 Max.mana +44.00 Manaflow: Puts all charms on 40 cooldown Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| Tool | Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+2 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
| On fingers | Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+5 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
| On fingers | pixie's gold ring of misery0.1 T3 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +8 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 9 bleed Ranged+ 11 bleed On Hit (Melee): * 14% chance to cause random gloom On Hit (Ranged): * 10% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
| Around waist | Beirach1.0 T1 belt armor [Rare] Nature While equipped: Stats +8 Str +7 Dex +4 Con dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Phys.save +7 (+4 eff.) ---------- misc Size +1 Telepathy Humanoid/Orc A belt that goes around your waist. |
| In main hand | Dayvengeance (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 40% chance to blind While equipped: Stats +3 Mag +4 Wil dps ---------- Phys.crit +10.0% Spell.crit +17% Spell.pwr +31 (+7 eff.) Melee+ 35 arcane Dmg.mod +30% arcane ----- def ----- Phys.save +10 (+5 eff.) Blind- +10% ---------- misc Max.mana +106.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime These gloves are coated with a thick, green liquid. |
| Main armor | troll-hide cured leather armour of the hero (2 def, 4 armour)9.0 T2 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +4 Str +3 Dex +4 Mag +4 Wil +3 Cun ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +7% Max.HP +64.00 HP.reg +6.00 Heal.mod +12% A suit of armour made of leather. |
| Cloak | spellcowled cashmere cloak of the Shaloren (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +5 Mag +2 Wil ----- def ----- Defense +2 (+2 eff.) Spell.save +7 (+2 eff.) ---------- misc Max.mana +49.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Eleta the Pitchclash0.1 T5 amulet jewelry [Random Unique] Arcane While equipped: Stats +17 Mag dps ---------- Spell.crit +10% Spell.pwr +11 (+2 eff.) S.pwr/crit +6 Dmg.mod +8% acid +7% temporal +7% light +8% lightning +7% fire +7% cold +7% physical +7% darkness Res.pen +10% blight +10% darkness ----- def ----- Spell.save +30 (+7 eff.) ---------- misc Mana/turn +0.42 Vim/s.crit +1.00 Max.mana +52.00 Amulets can have magical properties. |
Inventory
healing infusion of the wizard (heal 243)0.1 T1 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 instantly heal yourself for 243 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
manasurge rune (938% regen over 10 turns; 47 instant mana)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 938% for 10 turns and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
manasurge rune of the wizard (1178% regen over 10 turns; 59 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1178% for 10 turns and instantly restoring 59 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
phase door rune (range 8; power 15; dur 6)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 8. Afterwards you stay out of phase for 6 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune (range 7; power 18; dur 4)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 7. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the duelist (range 9; power 30; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 9. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
phase door rune of the psychic (range 10; power 30; dur 4)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 4 turns. In this state all new negative status effects duration is reduced by 30%, your defense is increased by 30 and all your resistances by 30%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
acid wave rune (224 acid damage; disarm 5 turns with power 20)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a wave of acid in a cone of radius 6, doing 224.40 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 20 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (108 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 107.91 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
heat beam rune (231 fire damage)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of heat, doing 231.08 fire damage over 5 turns The intensity of the heat will also remove one random detrimental physical effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
shielding rune (absorb 269 for 5 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 269 damage for 5 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune (absorb 188 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 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 188 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 285 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 285 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 236 for 5 turns)0.1 T2 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 create a protective shield absorbing at most 236 damage for 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
teleportation rune of the warrior (range 54)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 54 with a minimum range of 15. 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 ability. |
Rune of the Rift (426.00 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 464.34 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 ability. |
invisibility rune of the warrior (power 9 for 6 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
lightning rune (129 lightning damage)0.1 T3 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to fire a beam of lightning, doing 42.90 to 128.70 lightning damage. Also transform you into pure lightning for 2 turns; any damage will teleport you to an adjacent tile and ignore the damage (can only happen once per turn) Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Festerveil0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Str dps ---------- Dmg.mod +18% lightning Res.pen +20% nature Melee Ret 8 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +3% nature +6% lightning Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet 'Branyzilalin'0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.pwr +4 (+1 eff.) Dmg.mod +3% arcane Phasing +40% ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Vim/s.crit +2.00 Amulets can have magical properties. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +0.20 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 233 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Unruchik the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Cun +2 Wil ----- def ----- Fatigue -6% Mind.save +30 (+11 eff.) HP.reg +2.20 ---------- misc Max.hate +6.00 Max.psi +50.00 Amulets can have magical properties. |
serendipitous gold amulet of dexterity (+6)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck +4 Dex dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +9 (+7 eff.) Unseen.red 10% Amulets can have magical properties. |
vitalizing gold amulet of cunning (+3)0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +3 Cun +4 Con ----- def ----- Phys.save +5 (+3 eff.) Max.HP +32.00 HP.reg +1.40 Amulets can have magical properties. |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +6 See.Invis +6 Rings can have magical properties. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +5% physical ----- def ----- Defense +6 (+5 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Dark Tendrils: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a mind power Description: Send tendrils of creeping dark out to attack your target, and pin them in the darkness for 3 turns. Creeping dark will trail behind the tendrils as they move. The darkness does 25 damage per turn. The damage will increase with your Mindpower. You do +9% damage to anything that has entered your creeping dark. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+1 eff.) Rings can have magical properties. |
Ce'Nimille the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: Stats +4 Cun +2 Con dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Defense +8 (+6 eff.) Die.at -60.00 life Max.HP +60.00 Rings can have magical properties. |
agate ring0.1 T3 ring jewelry [Ego] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Rings can have magical properties. |
conjurer's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +7 (+1 eff.) Rings can have magical properties. |
pixie's gold ring of tenacity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +2 Cun +4 Mag dps ---------- Spell.pwr +7 (+1 eff.) ----- def ----- Max.HP +28.00 Disarm- +31% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.5% APR / acc Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+7 eff.) Spell.save +10 (+2 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
icy quiver of yew arrows of daylight (24/24, 33-46.2 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 33.0 - 46.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 24 Ranged+ +15 light +8 cold Against +18% Undead Arrows are used with bows to pierce your foes to death. |
stormwoven linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Nature While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +6% physical +7% cold ----- def ----- Resists +6% lightning +6% cold +6% blight Max.HP +43.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Yeek-fur Robe (9 def, 3 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +5% mind ----- def ----- Armour +3 Defense +9 (+7 eff.) Resists +20% cold Mind.save +10 (+4 eff.) A beautifully soft robe of fine white fur. It looks designed for a halfling noble, with glorious sapphires sewn across the hems. But entrancing as it is, you can't help but feel a little queasy wearing it. |
dreamer's woollen robe of power (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +8% all ----- def ----- Resists +12% mind +12% darkness Phys.save +11 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +21 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +6% lightning +6% physical +8% cold ----- def ----- Resists +6% lightning +5% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's hardened leather armour of delving (8 def, 6 armour)9.0 T3 light armor [Ego++] Master While equipped: Stats +10 Str +5 Dex ----- def ----- Armour +6 Defense +8 (+6 eff.) Fatigue +8% Resists +12% darkness +7% physical Phys.save +10 (+5 eff.) ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 5 turns. The radius will increase with your Cunning. A suit of armour made of leather. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +9 (+7 eff.) Stealth +5 A belt that goes around your waist. |
noble's hardened leather belt of magery1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +4 Wil dps ---------- Spell.crit +3% ----- def ----- D.Red.from +24% Summoned A belt that goes around your waist. |
murderer's linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Acc +4 (+2 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
undeterred pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +1 Fatigue +1% Silence- +21% Confus- +20% Stun/Frz- +21% A pair of boots made of leather. |
pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex ----- def ----- Armour +3 Fatigue +3% Disengage: Puts all charms on 15 cooldown Level 1.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 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 94% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
wanderer's pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego++] Master While equipped: Stats +5 Str +3 Cun +6 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+6 eff.) Mind.save +18 (+7 eff.) ---------- misc Size +1 Heave: Puts all charms on 10 cooldown Level 3.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Description: A mighty kick that pushes your target away 5 grids. If another creature is in the way, it will also be pushed away. The Knockback chance increase with your Accuracy or your Physical Power, whichever is greater. A pair of boots made of leather. |
aegis linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Shield.pwr +6% HP.reg +1.80 A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane/Psionic While equipped: Stats +2 Mag +2 Cun +2 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Uradunathad the drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Str +6 Dex +11 Lck dps ---------- Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Res.pen +10% arcane Acc +2 (+1 eff.) Melee Ret 12 physical ----- def ----- Armour +5 Fatigue +5% Phys.save +3 (+2 eff.) HP.reg +0.60 Heal.mod +5% A cap made of leather. |
19 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 When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
22 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 When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
17 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
16 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
49 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
42 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
44 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
53 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
23 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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
18 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +6 (+3 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
26 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
20 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+6 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+6 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) When used as an alchemist bomb: Additional 30 ice damage Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 turquoise0.0 T4 green gem [Normal] While equipped: See.Stealth +10 See.Invis +10 Item imbue powers: See.Stealth +10 See.Invis +10 When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
139 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 alchemist zircon0.0 T1 yellow alchemist-gem [Normal] When used as an alchemist bomb: 20% chance to daze for 3 turns Gems can be sold for money or used in arcane rituals. |
burglar's brass lantern of health2.0 T1 lite [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Max.HP +41.00 ---------- misc Light -8 Infravis +4 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. |
ethereal brass lantern of focus1.0 T1 lite [Ego+] Arcane/Psionic While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +6% mind ---------- misc Light +4 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Adira the alchemist's lamp1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Dex +9 Wil dps ---------- Dmg.mod +7% mind ----- def ----- Resists +6% light +3% darkness Crit.dmg- 15.00% ---------- misc Light +3 Infravis +1 See.Invis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
burglar's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: Stats +6 Cun ----- def ----- Max.HP +49.00 ---------- misc Light -7 Infravis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +3 (+0 eff.) Melee Ret 16 fire ----- def ----- Resists +7% blight +7% fire +8% darkness ---------- misc Light +3 Infravis +4 See.Invis +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 20 blight damage or heals 30 life. Creatures standing in the retch also have 11% 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. A normal brass lantern, enhanced by alchemy to make it brighter. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (125 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 80 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Bilewinnow the dwarven-steel pickaxe (dig speed 14 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% nature +6% acid Melee Ret 4 acid 4 nature On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Armour +3 Defense +5 (+5 eff.) Resists +12% nature +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 525.38 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Chamogoyalen the ash totem of cure ailments [power 2] (10 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: Stats +2 Mag dps ---------- Spell.crit +3% ----- def ----- Mind.save +20 (+8 eff.) Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown 100% to regenerate 4 equilibrium. Natural totems are made by powerful wilders to store nature power. |
warded yew totem of cure ailments [power 2] (10 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Wards +1 acid +3 nature +2 light Talents +1 Ward Remove up to 2 poisons or diseases from a target within range 9 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
webbed yew totem of thorny skin [power 41] (20 cooldown)2.0 T3 totem charm [Ego+] Nature While equipped: ---------- misc Talents +1 Lay Web Cooldown Lay Web -1 Harden the skin for 7 turns increasing armour by 41 and armour hardiness by 50% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
overpowered ash wand of conjuration [power 235] (13 cooldown)2.0 T2 wand charm [Ego+] Arcane Fire a bolt of a random element with (base) damage 118 to 235 Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Fogkiss the yew wand of trap destruction [power 59] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% darkness +6% arcane Melee Ret 8 arcane ----- def ----- Resists +5% arcane +6% darkness Disarm traps (59 bonus disarm power, based on Magic) along a range 4 line Puts all charms on 15 cooldown 100% to regenerate 4 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 98 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
void yew wand of clairvoyance [power 11] (6 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Talents +1 Void Blast Reveal the area around you, dispelling darkness (radius 11, power 83 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
warded yew wand of conjuration [power 205] (10 cooldown)2.0 T3 wand charm [Ego+] Arcane While equipped: ---------- misc Wards +1 lightning +1 temporal +3 blight +2 fire +2 cold Talents +1 Ward Fire a bolt of a random element with (base) damage 102 to 205 Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Alzhora the Cornac Adventurer level 25
49th Haze 123rd year of Ascendancy at 18:20 see stats
Anti-Antimagic!
Destroyed the Ziguranth camp with your Rhaloren allies.By Alzhora the Cornac Adventurer level 20
19th Dusk 123rd year of Ascendancy at 14:57 see stats
Bringer of Doom
Killed a Bringer of Doom.By Alzhora the Cornac Adventurer level 20
16th Haze 123rd year of Ascendancy at 09:08 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Alzhora the Cornac Adventurer level 16
16th Regrowth 123rd year of Ascendancy at 18:55 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Alzhora the Cornac Adventurer level 16
52nd Regrowth 123rd year of Ascendancy at 11:49 see stats
Exterminator
Killed 1000 creatures.By Alzhora the Cornac Adventurer level 17
48th Pyre 123rd year of Ascendancy at 10:48 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Alzhora the Cornac Adventurer level 28
1st Regrowth 124th year of Ascendancy at 12:55 see stats
Guiding Hand
Saved all escorted adventurers.By Alzhora the Cornac Adventurer level 30
45th Regrowth 124th year of Ascendancy at 17:08 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Alzhora the Cornac Adventurer level 25
49th Haze 123rd year of Ascendancy at 22:08 see stats
Level 10
Got a character to level 10.By Alzhora the Cornac Adventurer level 10
3rd Flare 122nd year of Ascendancy at 02:02 see stats
Level 20
Got a character to level 20.By Alzhora the Cornac Adventurer level 20
18th Dusk 123rd year of Ascendancy at 08:07 see stats
Level 30
Got a character to level 30.By Alzhora the Cornac Adventurer level 30
41st Regrowth 124th year of Ascendancy at 21:33 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Alzhora the Cornac Adventurer level 29
32nd Regrowth 124th year of Ascendancy at 21:22 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Alzhora the Cornac Adventurer level 26
2nd Decay 123rd year of Ascendancy at 06:34 see stats
Tales of the Spellblaze
Learned the eight chapters of the Spellblaze Chronicles.By Alzhora the Cornac Adventurer level 25
49th Haze 123rd year of Ascendancy at 18:20 see stats
That was close
Killed your target while having only 1 life left.By Alzhora the Cornac Adventurer level 13
6th Decay 122nd year of Ascendancy at 09:14 see stats
The Arena
Unlocked Arena mode.By Alzhora the Cornac Adventurer level 6
79th Pyre 122nd year of Ascendancy at 13:06 see stats
The Rat Lich
Killed the terrible Rat Lich.By Alzhora the Cornac Adventurer level 23
43rd Haze 123rd year of Ascendancy at 17:44 see stats
The Restless Dead
Disturbed an old battlefield and survived the consequences.By Alzhora the Cornac Adventurer level 21
19th Haze 123rd year of Ascendancy at 13:50 see stats
The secret city
Discovered the truth about mages.By Alzhora the Cornac Adventurer level 10
22nd Dusk 122nd year of Ascendancy at 10:27 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Alzhora the Cornac Adventurer level 25
60th Haze 123rd year of Ascendancy at 07:38 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Alzhora the Cornac Adventurer level 31
52nd Regrowth 124th year of Ascendancy at 23:01 see stats
Log
Talent Lichform is ready to use.
Talent Arcane Shield is ready to use.
Talent Arcane Power is ready to use.
Talent Disruption Shield is ready to use.
Talent Blurred Mortality is ready to use.
Alzhora stops surging mana.
Talent Rune: Manasurge is ready to use.
Rested for 44 turns (stop reason: all resources and life at maximum).
Alzhora activates Arcane Shield.
Alzhora activates Necrotic Aura.
Alzhora activates Blurred Mortality.
Alzhora activates Arcane Power.
Alzhora activates Shielding.
Saving game...
Saving done.
You don't see how to get there...
Alzhora deactivates Shielding.
Alzhora deactivates Blurred Mortality.
Alzhora deactivates Arcane Shield.
Alzhora deactivates Arcane Power.
Alzhora deactivates Chant of Resistance.
Alzhora deactivates Necrotic Aura.
Gaar (servant of Alzhora) deactivates Chant of Fortress.
Gaar (servant of Alzhora) deactivates Reflective Skin.





























































































































