











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! 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 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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: 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 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Sun Paladin (Fallen) |
| Level / Exp | 29 / 95% |
| Size | medium |
| Lifes / Deaths | Killed by dragonsfire trap at level 29 on the 40th Pyre 123rd year of Ascendancy at 14:36 / 1 |
Primary Stats
| Strength | 54 (base 37) |
| Dexterity | 52 (base 32) |
| Constitution | 11 (base 10) |
| Magic | 99 (base 60) |
| Willpower | 33 (base 10) |
| Cunning | 27 (base 10) |
Resources
| Life | -290/565 |
| Mana | 298/418 |
| Hate | 100/100 |
| Positive | 74/134 |
| Healing Factor | 1.2597162075846 |
| Regeneration | 2.8343614670654 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
Offense: Mainhand
| Damage | 79 |
| Accuracy | 41 |
| Crit Chance | 30% |
| APR | 8 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 41 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +24% |
| Mind | +11% |
| Cold | +23% |
| Arcane | +16% |
| Fire | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +15% |
| Lightning | +15% |
| Arcane | +8% |
| Cold | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 15 (30%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 18 |
| Physical Save | 32 |
| Spell Save | 40 |
| Mental Save | 33 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 9%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | 0%( 70%) |
| All | 0%( 70%) |
| Lightning | 0%( 70%) |
| Light | + 54%( 70%) |
| Darkness | + 20%( 70%) |
| Fire | + 6%( 70%) |
| Mind | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Disarm Resistance | 0% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 10% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 208 damage for 4 turns. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 50 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: Biting GaleUse mode: Activated Range: melee/personal Cooldown: 21 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 112.42 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Acid WaveUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 274.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. |
Class Talents
| Cursed / Bloodstained | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Celestial / Darkside | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 4/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cursed / Hatred | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Celestial / Dirges | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. 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 gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lost defiler from death by rattlesnake. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed green worm. * You've found the needed pouch of bone giant dust. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed bloated horror heart. * You've found the needed sandworm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * '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 pouch of faeros ash. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 vial of wight ectoplasm. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of iron boots 'Dazzlekiss' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Res.pen +5% acid +15% light Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +2% Resists +3% light +6% darkness Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Quiver | 43 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 | 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.(88 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | hardened leather cap 'Dawnparry' (0 def, 3 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% arcane +9% fire Melee Ret 2 light ----- def ----- Armour +3 Fatigue +3% Resists +15% light +9% blight +6% fire +5% arcane +11% darkness Spell.save +8 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +3 Circle of Sanctity: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 23 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
| Tool | iron pickaxe 'Glowswift' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +2 Dex dps ---------- Dmg.mod +3% light Apr +6 On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Resists +6% light Crit.dmg- 5.00% ---------- misc Light +1 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 4.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +87 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's steel ring of the mind (+11%)0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind Rings make your fingers look great! |
| On fingers | conjurer's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane While equipped: Stats +6 Mag +4 Wil dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 18 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
| Around waist | Rhifast1.0 T3 belt armor [Rare] Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +8.0% Mind.crit +8% ----- def ----- Resists +3% darkness Die.at -80.00 life Heal.mod +15% Stun/Frz- +20% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Light +1 A belt that goes around your waist. |
| In main hand | Relgydan the Sunminister (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) * Create an explosion dealing 100 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +3% fire +23% cold Res.pen +20% cold Melee Ret 10 acid 10 fire On Hit (Melee): * 20% chance to reduce armor by 38% Massive two-handed mauls. |
| On hands | brawler's voratun gauntlets of strength (+6) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +6 Str +3 Dex +3 Cun dps ---------- Phys.pwr +16 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Phys.save +10 (+5 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. |
| Main armor | marauder's hardened leather armour of the hero (13 def, 6 armour)9.0 T3 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +10 Str +10 Dex +5 Mag +4 Wil +6 Cun ----- def ----- Armour +6 Defense +13 (+6 eff.) Fatigue +8% Phys.save +7 (+4 eff.) Max.HP +43.00 A suit of armour made of leather. |
| Cloak | cashmere cloak 'Tempestwither' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Phys.crit +4.0% Spell.crit +4% Crit.mult +11.00% Spell.pwr +5 (+2 eff.) Dmg.mod +7% arcane +9% lightning Res.pen +8% arcane +15% lightning Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +2 (+1 eff.) Die.at -60.00 life ---------- misc Max.mana +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 229 (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. |
Inventory
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1036% over 10 turns; mana 52; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1036% for 10 turns (0 total) and instantly restoring 52 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 spell talent. |
shatter afflictions rune of the duelist (absorb 79; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 79 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity 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 |
shatter afflictions rune of the titan (absorb 33; cd 17)0.1 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 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 33 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 86; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 86 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 spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 212; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 212 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
grounding copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% lightning Heal.mod +10% Cut- +40% Stun/Frz- +20% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 187 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Frigidtooth0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Phys.pwr +30 (+9 eff.) Melee Ret 4 cold ----- def ----- Die.at -40.00 life HP.reg +2.00 Stun/Frz- +22% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
conjurer's steel ring of pilfering0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +7 (+2 eff.) Acc +7 (+2 eff.) Apr +11 ----- def ----- Defense +9 (+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 3 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 105% 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! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% darkness +15% physical +15% light +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
magewarrior's short ash magestaff of fate (15-18 power, 3 apr, cold element)5.0 T2 staff 1H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +9% Phys.pwr +7 (+2 eff.) Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold Acc +7 (+2 eff.) ----- def ----- Phys.save +5 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
plaguebringer's stralite greatmaul of shearing (52-79 power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego++] Arcane/Master Power 52.5 - 78.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 14% chance to reduce strength, dexterity, and constitution by 28 While equipped: dps ---------- Res.pen +10% all Acc +13 (+4 eff.) Apr +10 ----- def ----- Disease- +25% Massive two-handed mauls. |
Earthraze the steel greatsword (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 nature On Hit: * 20% chance to slow global speed by 53% * 25% chance for lightning to strike from the target to a second target dealing 100 damage While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% mind Melee Ret 10 mind 4 nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +6% nature +3% fire Massive two-handed swords. |
Spectral Blade (26-42 power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 26.0 - 41.6 Physical Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
steel longsword 'Torchwind' (12-18 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +5 Dex dps ---------- Dmg.mod +9% light +9% fire Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Resists +9% light +9% fire Disarm- +25% Sharp, long, and deadly. |
Turikalthoneg the Shineslice (25-35 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Create an explosion dealing 100 lightning damage (1/turn) While equipped: dps ---------- Spell.pwr +30 (+8 eff.) Dmg.mod +8% lightning Res.pen +10% lightning Phasing +30% Melee Ret 10 light ----- def ----- Spell.save +6 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +40.00 Blunt and deadly. |
thought-forged steel waraxe of erosion (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Nature/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature +5 mind On Hit: * 15% chance to reduce all saves and defense by 26 While equipped: Stats +2 Cun +2 Wil One-handed war axes. |
dwarven-steel waraxe (20-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
balanced dwarven-steel dagger of enduring (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +6 Con +5 Wil dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Max.HP +27.00 Disarm- +22% Sharp, short and deadly. |
Gidar (3-3 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic 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% On Hit: * 10% chance to slow global speed by 53% While equipped: Stats +4 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% fire Spell.save +3 (+1 eff.) Die.at -40.00 life Max.HP +60.00 Silence- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Glimmerjeer the vined mindstar (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +12 light On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +2 Str +1 Dex +2 Mag +2 Wil +2 Cun +3 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 8 lightning Dmg.mod +6% lightning +18% temporal Res.pen +8% lightning ----- def ----- Resists +6% lightning +3% light ---------- misc Light +2 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. |
enhanced cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +4 Str +5 Dex +4 Mag +6 Wil +7 Cun +4 Con dps ---------- Res.pen +5% all Acc +9 (+3 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Sparkknight the pouch of steel shots (18/18, 19-23 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 19.0 - 22.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +12.5% Capacity 18 Ranged+ +20 lightning +20 arcane On Hit.r1 +12 lightning On Crit.r2 +16 arcane On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Glorama the Lightningwinter (23/23, 42-50 power, 3 apr)3.0 T3 shot ammo [Rare] Master Power 41.5 - 49.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 23 Phasing +30% Ranged+ +20 arcane On Hit.r1 +20 mind +20 lightning Shots are used with slings to pummel your foes to death. |
Blindlace (0 def, 6 armour, 84 block)7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex +4 Wil dps ---------- Melee+ 7 fire Dmg.mod +6% darkness Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +9% acid ---------- misc Light +3 Infravis +1 Talents +1 Block Handheld deflection devices. |
wrathful dwarven-steel shield of shrapnel (0 def, 6 armour, 78 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 150 light and fire damage to each enemy blocked * Cause enemies within radius 6 to bleed for 211 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% Resists +7% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
focusing woollen robe of frost (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +12% cold ----- def ----- Resists +9% all +18% cold ---------- misc Mana/turn +0.14 Psi/turn +0.17 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% 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 +12% acid +7% physical +12% fire +13% cold ----- def ----- Resists +14% acid +12% physical +11% darkness +10% cold +13% fire +16% mind +13% all Phys.save +14 (+7 eff.) Spell.save +12 (+4 eff.) Mind.save +25 (+10 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. |
steel mail armour 'Neruna' (32 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% blight ----- def ----- Armour +6 Defense +32 (+13 eff.) Fatigue +12% Resists +7% arcane Spell.save +11 (+3 eff.) HP.reg +4.00 Confus- +20% Teleport- +20% ---------- misc Vim/s.crit +2.00 Max.vim +50.00 A suit of armour made of mail. |
Voresera the Dawnream1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +12% light On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 53% ----- def ----- Resists +5% arcane +6% light Phys.save +6 (+3 eff.) Silence- +10% A belt that goes around your waist. |
noble's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Spell.pwr +2 (+1 eff.) Against +18% Summoned ----- def ----- D.Red.from +15% Summoned Mind.save +6 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Frozenblast' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +15% cold +3% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% acid Spell.save +3 (+1 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Eluwyn' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +3 Wil +4 Cun +6 Con ----- def ----- Defense +2 (+1 eff.) ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
rough leather gloves 'Skyslicer' (5 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: Stats +6 Cun dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +3% lightning Acc +6 (+2 eff.) Melee Ret 4 lightning ----- def ----- Armour +1 Defense +5 (+2 eff.) Resists +6% fire Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +24% ---------- misc Max.hate +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Kekan (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Cun +2 Mag dps ---------- Mind.crit +6% Dmg.mod +3% temporal Melee Ret 4 mind 4 temporal ----- def ----- Armour +2 Fatigue +3% Resists +7% light +7% darkness Crit.dmg- 15.00% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 cooldown Level 1.0 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 69.16 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
Islayaba the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +1 Con dps ---------- Dmg.mod +9% acid Res.pen +15% arcane ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Die.at -20.00 life ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
Aroda the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil +1 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +6% blight ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness ---------- misc Mana/turn +0.08 Max.mana +20.00 A cap made of leather. |
miner's rough leather cap of strength (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
Snowspar (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +12 Dex +4 Cun dps ---------- Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +21% acid +22% darkness +6% cold +5% arcane +6% light ---------- misc Infravis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
12 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. |
9 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 (+1 eff.) Item imbue powers: Defense +2 (+1 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. |
11 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. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 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. |
8 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. |
7 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. |
10 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. |
9 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 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
6 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. |
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 When used as an alchemist bomb: Bomb damage +15% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 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. |
4 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. |
2 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all 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. |
2 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. |
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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
89 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. |
Hurerab2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ----- def ----- Resists +2% physical +3% light +3% temporal Stun/Frz- +10% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Ivoldata the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% arcane +6% blight ----- def ----- Defense +15 (+7 eff.) Resists +9% lightning Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +6 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. |
scorching brass lantern of corpselight2.0 T1 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Melee Ret 11 fire ----- def ----- Resists +6% blight +6% fire +6% darkness ---------- misc Light +3 Infravis +3 See.Invis +6 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 16 blight damage or heals 25 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 brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
nightwalker's alchemist's lamp of focus1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +7 Wil dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) Dmg.mod +7% mind ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
soothing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 117 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 189 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (25 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 210 Base Damage: 106 Armor: 5 All Resist: 0 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
ash totem of healing 'Rhofang' [power 194] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Spell.pwr +10 (+3 eff.) S.pwr/crit +8 Dmg.mod +12% physical Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
focusing yew totem of healing [power 248] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
supercharged elm wand of shielding [power 146] (26 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 146 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 26 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Midnight the Doomelf Sun Paladin level 7
1st Haze 122nd year of Ascendancy at 14:00 see stats
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Midnight the Doomelf Sun Paladin level 21
7th Allure 123rd year of Ascendancy at 19:14 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Midnight the Doomelf Sun Paladin level 19
80th Haze 122nd year of Ascendancy at 03:38 see stats
Hell has no fury like a demon scorned! (Nightmare (Roguelike) difficulty)
Escaped the Searing Halls.By Midnight the Doomelf Sun Paladin level 6
78th Pyre 122nd year of Ascendancy at 07:07 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 Midnight the Doomelf Sun Paladin level 27
69th Regrowth 123rd year of Ascendancy at 16:53 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Midnight the Doomelf Sun Paladin level 10
15th Haze 122nd year of Ascendancy at 10:50 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Midnight the Doomelf Sun Paladin level 20
1st Decay 122nd year of Ascendancy at 23:00 see stats
Once bitten, twice shy (Nightmare (Roguelike) difficulty)
Escaped the Anteroom of Agony.By Midnight the Doomelf Sun Paladin level 21
4th Decay 122nd year of Ascendancy at 17:54 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Midnight the Doomelf Sun Paladin level 27
75th Regrowth 123rd year of Ascendancy at 18:18 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Midnight the Doomelf Sun Paladin level 6
1st Mirth 122nd year of Ascendancy at 04:55 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Midnight the Doomelf Sun Paladin level 8
9th Haze 122nd year of Ascendancy at 19:24 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Midnight the Doomelf Sun Paladin level 26
33rd Regrowth 123rd year of Ascendancy at 19:08 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Midnight the Doomelf Sun Paladin level 18
74th Haze 122nd year of Ascendancy at 02:40 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Midnight the Doomelf Sun Paladin level 21
9th Allure 123rd year of Ascendancy at 09:33 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Midnight the Doomelf Sun Paladin level 25
26th Regrowth 123rd year of Ascendancy at 04:24 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Midnight the Doomelf Sun Paladin level 17
70th Haze 122nd year of Ascendancy at 15:10 see stats
Log
The shield around Midnight crumbles.
Midnight HEALS from nature damage!
Crippling Poison from Glorutha the skeleton master archer's poison gas trap hits Midnight for 44 nature, 10 healing (44 total damage) [10 healing].
Poison from Glorutha the skeleton master archer's poison gas trap hits Midnight for 114 nature, 26 healing (114 total damage) [26 healing].
Burning Shock from Glorutha the skeleton master archer's dragonsfire trap hits Midnight for (51 absorbed), 0 fire (0 total damage).
Glorutha the skeleton master archer's dragonsfire trap's fire area effect hits Midnight for 77 fire damage.
Talent Gem Portal is ready to use.
Talent Imbue Item is ready to use.
Talent Create Alchemist Gems is ready to use.
Talent Barrier is ready to use.
Midnight HEALS from nature damage!
Crippling Poison from Glorutha the skeleton master archer's poison gas trap hits Midnight for 44 nature, 10 healing (44 total damage) [10 healing].
Poison from Glorutha the skeleton master archer's poison gas trap hits Midnight for 114 nature, 26 healing (114 total damage) [26 healing].
Burning Shock from Glorutha the skeleton master archer's dragonsfire trap hits Midnight for 51 fire damage.
Glorutha the skeleton master archer's dragonsfire trap's fire area effect hits Midnight for 77 fire damage.
Midnight casts Barrier.
A shield forms around Midnight.
Your shield crumbles under the damage!
The shield around Midnight crumbles.
The protective shield of Midnight disappears.
Midnight is not crippled anymore.
Midnight HEALS from nature damage!
Crippling Poison from Glorutha the skeleton master archer's poison gas trap hits Midnight for (44 absorbed), 0 nature, 10 healing (0 total damage) [10 healing].
Poison from Glorutha the skeleton master archer's poison gas trap hits Midnight for (79 absorbed), 35 nature, 26 healing (35 total damage) [26 healing].
Burning Shock from Glorutha the skeleton master archer's dragonsfire trap hits Midnight for (51 absorbed), 0 fire (0 total damage).
Midnight casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Glorutha the skeleton master archer's dragonsfire trap's fire area effect hits Midnight for 60 fire damage.
Midnight the level 29 doomelf sun paladin was scorched to death by a Glorutha the skeleton master archer's dragonsfire trap on level 2 of Dreadfell.



























































































































