












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Sounds Mod 1.7.4Description Added Mods: + The infamous Wilhelm scream mod + Somebody shut that dog up! Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Мод заменяет стандартные звуки в ТоМе, такие как монетки (покупка и подбор), выстрел из лука и пращи, Таланты, основанные на молнии, скрипы дверей и др. - Убран звук бешеного павлина в стартовой локации Yeek'ов. Используются следующие моды: + The infamous Wilhelm scream mod + Somebody shut that dog up! Установка: Удаление: или в игре: Somebody shut that dog up 1.0.5Removes certain ambient sound effects: ZOmnibus Addon Pack 1.7.4Combines 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: 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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. 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 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. 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 31 / 18% |
| Size | medium |
| Lifes / Deaths | Killed by ghoulking at level 31 on the 78th Pyre 123rd year of Ascendancy at 14:04 / 1 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 60 (base 60) |
| Magic | 119 (base 60) |
| Willpower | 25 (base 14) |
| Cunning | 40 (base 11) |
Resources
| Life | -550/441 |
| Mana | 269/436 |
| Soul | 5/14 |
| Healing Factor | 1.3300507772246 |
| Regeneration | 0.33251269430614 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 8 |
| Infravision | 7 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 11 |
| Crit Chance | 15% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 11 |
| Crit Chance | 20% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 67 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +18% |
| Lightning | +26% |
| Darkness | +44% |
| Cold | +18% |
| Physical | +13% |
| Fire | +21% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 22 |
| Ranged Defense | 22 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 53 |
| Mental Save | 47 |
Defense: Resistances
| Acid | + 33%( 70%) |
| Blight | + 31%( 70%) |
| Arcane | + 35%( 70%) |
| Cold | + 37%( 70%) |
| All | + 25%( 70%) |
| Darkness | + 70%( 70%) |
| Physical | + 33%( 70%) |
| Mind | + 37%( 70%) |
| Fire | + 34%( 70%) |
| Lightning | + 36%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
| Poison Resistance | 0% |
| Confusion Resistance | 37% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 57 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. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 cold, 4 mind, 3 fire |
| 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. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. | 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 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | 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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
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 Shade. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed hummerhorn wing. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed naga tongue. * You've found the needed vial of elder vampire blood. 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 bear paw. * You've found the needed ice ant stinger. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed skeleton mage skull. | 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 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 failed to protect her when escorting her out of the crypt. | failed |
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 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 |
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 | dreamer's pair of rough leather boots of phasing (0 def, 1 armour)2.0 T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +5 Wil +3 Cun ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+2 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Quiver | Zulen the Galesting (18/18, 16-22 power, 5 apr)3.0 T1 arrow ammo [Rare] Nature Power 16.0 - 22.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +1.0% Capacity 18 Proj.spd +200% Ranged+ +8 lightning On Hit.r1 +4 lightning On Crit.r2 +12 lightning On Hit: * 20 arcane resource burn * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 15 physical damage Arrows are used with bows to pierce your foes to death. |
| Light source | bright alchemist's lamp of corpselight1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +5 (+2 eff.) ----- def ----- Resists +8% blight +5% darkness ---------- misc Light +7 Infravis +3 See.Invis +7 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 29 blight damage or heals 44 life. Creatures standing in the retch also have 17% 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 normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Duathelpanic' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +10 Cun +12 Mag dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +2 (+1 eff.) Resists +20% darkness Mind.save +10 (+3 eff.) A pointy cloth hat, very wizardly... |
| 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 | quick ash totem of healing [power 152] (12 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 152 Puts all charms on 12 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 382.93 You won the Ring of Blood trial, and this is your reward. |
| On fingers | Halarasus the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +6 Mag dps ---------- Melee+ 11 physical Ranged+ 8 physical Res.pen +15% mind On Hit (Melee): * 12% chance to reduce all saves and defense by 18 On Hit (Ranged): * 12% chance to reduce all saves and defense by 18 ----- def ----- Resists +3% mind Spell.save +15 (+5 eff.) Mind.save +7 (+2 eff.) Confus- +27% ---------- misc Vim/s.crit +2.00 Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
| Around neck | archmage's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +3 (+1 eff.) S.pwr/crit +3 Dmg.mod +5% acid +5% fire +5% cold +5% lightning ---------- misc Mana/turn +0.10 Max.mana +26.00 Amulets make your neck look great! |
| In main hand | short elven-wood starstaff of warding (25-30 power, 5 apr, darkness element)5.0 T4 staff 1H weapon [Ego] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | spiritwalker's rough leather belt of burglary1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Dex +4 Mag +3 Cun +5 Lck ----- def ----- Stealth +6 ---------- misc T.Disarm +8 Mana/turn +0.12 Max.mana +25.00 Infravis +3 A belt that goes around your waist. |
| In off hand | Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.9 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 227.01 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
| Cloak | Kheliroddaregorab the Cloudfear (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.crit +3% Dmg.mod +8% darkness +6% lightning Res.pen +10% darkness ----- def ----- Defense +2 (+1 eff.) Resists +13% darkness Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | dreamer's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +13% acid +13% physical +16% fire +13% cold ----- def ----- Resists +11% acid +10% physical +13% darkness +16% cold +12% fire +13% mind +13% all Phys.save +15 (+7 eff.) Spell.save +14 (+4 eff.) Mind.save +27 (+9 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
blink rune of the titan (range 6; phase 27; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 27%, your defense is increased by 27 and all your resistances by 27%. 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 spell talent. Press to compare to your current inscriptions Press to compare to your current inscriptions |
Rune of the Rift (250.00 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 250.00 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 (absorb 43; cd 20)0.1 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 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. 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 Press to compare to your current inscriptions |
grounding copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Lelydil the Skyquill0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +8 Lck +3 Con dps ---------- Dmg.mod +3% lightning +6% cold Res.pen +15% lightning Acc +10 (+9 eff.) Melee Ret 4 lightning ----- def ----- Defense +7 (+4 eff.) Resists +7% physical Phys.save +9 (+4 eff.) Unseen.red 12% Max.HP +34.00 HP.reg +2.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
conjurer's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +8 (+8 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +3 Mag dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 5 physical Ranged+ 7 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 18 On Hit (Ranged): * 11% chance to reduce all saves and defense by 18 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings make your fingers look great! |
solipsist's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +1 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 12 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
titan's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Phys.save +4 (+2 eff.) Rings make your fingers look great! |
Glimmerwire the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil dps ---------- S.pwr/crit +10 Res.pen +15% acid Melee Ret 4 acid 4 light On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Blind- +28% ---------- misc Infravis +5 See.Stealth +12 See.Invis +11 Rings make your fingers look great! |
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? |
Zaneraregar the Magmalady0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +9 (+9 eff.) Dmg.mod +12% acid +18% mind ----- def ----- Resists +6% acid +18% fire Rings make your fingers look great! |
gladiator's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +8 (+8 eff.) Acc +9 (+8 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring of lightning (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +11% lightning Acc +8 (+8 eff.) ----- def ----- Resists +22% lightning Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Rings make your fingers look great! |
infernal yew vilestaff of channeling (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +24.00% Spell.pwr +24 (+6 eff.) Melee+ 22 fire Dmg.mod +20% darkness ---------- misc Mana/turn +0.18 See.Invis +8 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood vilestaff of warding (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Crit.mult +25.00% Spell.pwr +18 (+5 eff.) Melee+ 23 fire Dmg.mod +25% blight ----- def ----- Armour +4 Defense +6 (+3 eff.) ---------- misc See.Invis +10 Wards +2 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent elven-wood magestaff of warding (30-36 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +15 (+4 eff.) Dmg.mod +30% fire ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 fire Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
void walker's elven-wood vilestaff of greater warding (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego++] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ----- def ----- Armour +8 Defense +6 (+3 eff.) Resists +9% darkness +8% temporal Def/telep +13 Res/telep +5% Dur/telep +21% ---------- misc Wards +3 blight Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
iron waraxe of amnesia (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego+] Psionic Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
stormbringer's steel waraxe of shearing (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Ego++] Nature/Master Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Crit.r2 +8 lightning +16 cold While equipped: dps ---------- Mov.spd +26% Res.pen +10% lightning +7% cold +7% all Acc +8 (+8 eff.) Apr +6 One-handed war axes. |
hateful stralite waraxe of shearing (32-46 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego+] Master/Psionic Power 32.5 - 45.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +8 darkness Against +9% Living While equipped: dps ---------- Res.pen +13% all Acc +9 (+8 eff.) Apr +6 One-handed war axes. |
stormbringer's stralite waraxe of torment (35-49 power, 5 apr)3.0 T4 waraxe 1H weapon Reqs Str 35 [Ego++] Nature/Psionic Power 35.0 - 49.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Crit.r2 +6 lightning +23 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +29% Res.pen +16% lightning +12% cold One-handed war axes. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+8 eff.) Phys.save +15 (+7 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
chilling stralite dagger of shearing (26-34 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Arcane/Master Power 26.0 - 33.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 cold While equipped: dps ---------- Res.pen +9% all Acc +13 (+10 eff.) Apr +9 Sharp, short and deadly. |
plaguebringer's stralite dagger of torment (30-40 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Arcane/Psionic Power 30.5 - 39.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 30 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: ----- def ----- Disease- +18% Sharp, short and deadly. |
Malimastir the Flarecrack (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +4 Mag +5 Con dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% arcane ----- def ----- Resists +15% fire Spell.save +6 (+2 eff.) Heal.mod +13% Heal/summ +13 ---------- misc Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
flaming stralite shield of patience (0 def, 8 armour, 144.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 5 fire ----- def ----- Armour +8 Fatigue +8% Resists +14% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (400) is absorbed, or the time runs out (9 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
stargazer's woollen robe of corrosion (+21%) (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Nature While equipped: Stats +1 Cun dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +14% acid +11% light +10% darkness ----- def ----- Resists +21% acid +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +15% acid +11% physical +11% fire +10% cold ----- def ----- Resists +13% acid +14% physical +15% darkness +11% fire +14% cold +14% mind +13% all Phys.save +14 (+7 eff.) Spell.save +13 (+4 eff.) Mind.save +23 (+7 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe of alchemy (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +12% physical +17% fire +15% cold ----- def ----- Resists +14% acid +12% physical +13% fire +14% cold +13% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe of protection (3 def, 4 armour)2.0 T4 cloth armor [Ego+] Arcane/Master While equipped: Stats +4 Cun dps ---------- Spell.crit +6% Spell.pwr +7 (+2 eff.) Dmg.mod +13% light +13% darkness ----- def ----- Armour +4 Defense +3 (+2 eff.) Resists +13% all Phys.save +22 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+8 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 45.16 to 135.47 lightning damage (90.31 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
rejuvenating reinforced leather armour of Eyal (12 def, 7 armour)9.0 T4 light armor Reqs Str 18 [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +47.00 HP.reg +7.10 Heal.mod +13% ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
fortifying stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Nature/Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +56.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of mail. |
fortifying stralite mail armour of implacability (4 def, 14 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego++] Master While equipped: Stats +4 Str +3 Con ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +8% Phys.save +8 (+4 eff.) Max.HP +50.00 A suit of armour made of mail. |
blurring hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Dex +4 Cun +7 Lck ----- def ----- Defense +11 (+6 eff.) Stealth +14 ---------- misc T.Disarm +20 Infravis +4 A belt that goes around your waist. |
spiritwalker's hardened leather belt1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +4 Mag ---------- misc Mana/turn +0.18 Max.mana +25.00 A belt that goes around your waist. |
Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+10 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 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 22% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
Adurianor the Sparksmash (9 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex +6 Mag dps ---------- Dmg.mod +12% lightning Melee Ret 4 arcane ----- def ----- Armour +4 Defense +9 (+5 eff.) Fatigue +3% Resists +5% arcane Crit.dmg- 10.00% Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 16% chance to evade melee and ranged attacks and 7 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +7 Mag +7 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 4 acid 5 lightning 5 cold 4 arcane 6 fire Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +4% arcane 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. |
brawler's dwarven-steel gauntlets of spellstriking (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +2 Str +3 Dex +5 Mag +4 Wil +3 Cun dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 7 arcane Dmg.mod +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Phys.save +7 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Pitchraven the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +2.0% Phys.pwr +8 (+8 eff.) ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness ---------- misc Stam/turn +2.00 A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 9.00 mind and 12.96 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 11% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 10. Terrified: Deals 2.00 mind and 2.88 darkness damage per turn and increases cooldowns by 18%. Haunted: Causes the target to suffer 3.54 mind and 5.10 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Blazevenom (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +15.00% Dmg.mod +9% mind +6% fire Melee Ret 6 mind 2 fire ----- def ----- Armour +4 Fatigue +4% Mind.save +6 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 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. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 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. |
3 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. |
10 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. |
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. |
9 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. |
16 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 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. |
5 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+9 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+9 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
361 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(77 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eremondur the Shimmerbait1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Dmg.mod +7% light +3% lightning ----- def ----- Resists +9% darkness +12% lightning Crit.dmg- 10.00% Affinity +5% light ---------- misc Light +7 Infravis +3 See.Invis +6 Sun Flare: Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Invokes the Sun to cause a flare within radius 3, blinding your foes for 4 turns and lighting up the area. All enemies effected will take 169.99 light damage. At talent level 3 you gain 32% light, darkness, and fire resistance for 4 turns. The damage done and resistances will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+3 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 241.92 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Flashtrencher the dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% ----- def ----- Resists +12% acid +9% temporal +5% arcane +6% blight Die.at -80.00 life HP.reg +4.00 ---------- misc Max.mana +40.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
crystalomancer's dwarven-steel pickaxe (dig speed 30 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +3 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +25.00 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
powerful dwarven-steel torque of mindblast [power 230] (15 cooldown)2.0 T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 230 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Kuroda the Higher Necromancer level 15
39th Haze 122nd year of Ascendancy at 22:18 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Kuroda the Higher Necromancer level 21
1st Wintertide 123rd year of Ascendancy at 00:43 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Kuroda the Higher Necromancer level 17
66th Haze 122nd year of Ascendancy at 21:49 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Kuroda the Higher Necromancer level 29
34th Pyre 123rd year of Ascendancy at 05:23 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Kuroda the Higher Necromancer level 10
56th Dusk 122nd year of Ascendancy at 06:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Kuroda the Higher Necromancer level 20
78th Haze 122nd year of Ascendancy at 16:43 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Kuroda the Higher Necromancer level 30
57th Pyre 123rd year of Ascendancy at 21:11 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Kuroda the Higher Necromancer level 24
65th Regrowth 123rd year of Ascendancy at 23:21 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Kuroda the Higher Necromancer level 29
32nd Pyre 123rd year of Ascendancy at 04:41 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Kuroda the Higher Necromancer level 15
61st Haze 122nd year of Ascendancy at 21:22 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Kuroda the Higher Necromancer level 11
70th Dusk 122nd year of Ascendancy at 10:29 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Kuroda the Higher Necromancer level 15
57th Haze 122nd year of Ascendancy at 09:20 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Kuroda the Higher Necromancer level 27
21st Pyre 123rd year of Ascendancy at 19:14 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Kuroda the Higher Necromancer level 19
78th Haze 122nd year of Ascendancy at 15:50 see stats
Log
Frost Cut from Kuroda hits Ghoulking for 10 cold damage.
Frost Cut from Kuroda hits Ghoulking for 4 cold damage.
Bane of Confusion from Kuroda hits Ghoulking for 44 darkness damage.
Bane of Confusion from Kuroda hits Ghast for 44 darkness damage.
Bane of Confusion from Kuroda hits Ghoulking for 41 darkness damage.
Bane of Confusion from Kuroda hits Ghast for 44 darkness damage.
Bane of Confusion from Kuroda hits Ghoul for 41 darkness damage.
Bloodcaller hits Kuroda for 1 healing, 1 healing, 1 healing, 1 healing, 1 healing, 1 healing (0 total damage) [9 healing].
Armoured skeleton warrior hits Kuroda for 178 cold, 88 cold, 22 cold, 20 cold, 95 cold, 22 cold, 20 cold (447 total damage).
Celia is confused and fails to use Consume Soul.
Talent Rune: Prismatic is ready to use.
Talent Dig is ready to use.
Talent Ghost Walk is ready to use.
Armoured skeleton warrior uses Shield Pummel.
Celia is stunned!
Armoured skeleton warrior hits Celia for 125 physical, 175 physical (300 total damage).
Celia hits Skeleton mage for 110 cold damage.
Celia hits Kuroda for 69 cold damage.
Kuroda receives 1 healing from Bloodcaller.
Spikes of Decrepitude hits Ghast for 7 cold, 11 darkness (18 total damage).
Spikes of Decrepitude hits Celia for 4 cold, 9 darkness (13 total damage).
Spikes of Decrepitude hits Ghoulking for 3 cold, 11 darkness (14 total damage).
Spikes of Decrepitude hits Ghast for 7 cold, 11 darkness (18 total damage).
Erupting Shadows hits Ghast for 18 darkness damage.
Erupting Shadows hits Celia for 15 darkness damage.
Erupting Shadows hits Ghoulking for 18 darkness damage.
Erupting Shadows hits Ghast for 18 darkness damage.
Bane of Confusion from Kuroda hits Celia for 38 darkness damage.
Ghoulking hits Kuroda for 96 cold damage.
Kuroda the level 31 higher necromancer was frozen to death by a ghoulking on level 2 of Last Hope Graveyard.































































































































