











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/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. 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:
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: 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 22 / 19% |
| Size | medium |
| Lifes / Deaths | Killed by hornet swarm at level 22 on the 24th Wealth 122nd year of Ascendancy at 12:47 / 1 |
Primary Stats
| Strength | 22 (base 15) |
| Dexterity | 17 (base 10) |
| Constitution | 20 (base 13) |
| Magic | 60 (base 50) |
| Willpower | 11 (base 10) |
| Cunning | 39 (base 34) |
Resources
| Life | -357/666 |
| Mana | 194/231 |
| Insanity | 86/100 |
| Positive | 93/113 |
| Healing Factor | 1.1870588855781 |
| Regeneration | 2.5521766039929 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
| See Stealth | 33.80269634765 |
| See Invisible | 33.80269634765 |
Offense: Mainhand
| Damage | 65 |
| Accuracy | 43 |
| Crit Chance | 19% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +24% |
| Physical | +3% |
| Cold | +3% |
| All | 0% |
| Lightning | +15% |
| Temporal | +6% |
| Darkness | +57% |
| Mind | +5% |
| Fire | +21% |
| Nature | +6% |
Offense: Damage Penetration
| Mind | +25% |
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 6 (30%) |
| Defense | 23 |
| Ranged Defense | 23 |
| Fatigue | 1 |
| Physical Save | 17 |
| Spell Save | 25 |
| Mental Save | 28 |
Defense: Resistances
| Blight | + 20%( 70%) |
| Physical | + 11%( 70%) |
| Mind | + 14%( 70%) |
| All | + 9%( 70%) |
| Lightning | + 31%( 70%) |
| Light | + 17%( 70%) |
| Temporal | + 14%( 70%) |
| Darkness | + 43%( 70%) |
| Fire | + 47%( 70%) |
| Nature | + 14%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 59% |
| Bleed Resistance | 20% |
| Confusion Resistance | 53% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 264 life over 5 turns. Its effects scale with your Magic 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: 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 65 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 Cunning stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
Escort the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest) | active |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Misdirection (+1 level(s)). | 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. | active |
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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed electric eel tail. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 lumberjacks have died. | done |
Equipment
| On feet | pair of hardened leather boots 'Lorukhad' (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +4 Cun +2 Dex ----- def ----- Armour +3 Defense +5 (+3 eff.) Resists +12% fire Die.at -80.00 life Cut- +20% Stun/Frz- +20% Disengage: Puts all charms on 13 cooldown Level 1.0 Pwr.cost 13 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 98% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
| Light source | Fogspawn2.0 T1 lite [Rare] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% blight Res.pen +5% darkness Melee Ret 12 fire ----- def ----- Resists +3% nature +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 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. |
| On head | Prismblow the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +12% darkness Res.pen +15% darkness ----- def ----- Armour +1 Fatigue +1% Resists +11% darkness +9% light ---------- misc Light +3 Infravis +3 A cap made of leather. |
| Tool | Thunderfoe the ash wand of shielding [power 170] (17 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | wizard's steel ring of darkness (+26%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| On fingers | Frozentide the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Wil +1 Cun +2 Con dps ---------- Dmg.mod +3% cold ----- def ----- Mind.save +6 (+3 eff.) Confus- +21% Rings make your fingers look great! |
| Around waist | grounding rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Nature While equipped: ----- def ----- Resists +6% blight +5% temporal +6% lightning The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In main hand | magewarrior's short yew bonestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego+] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Phys.pwr +7 (+2 eff.) Spell.pwr +16 (+6 eff.) Dmg.mod +20% darkness Acc +7 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Malatar' (5 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 mind 7 fire Dmg.mod +5% mind +3% fire Apr +2 ----- def ----- Armour +2 Defense +5 (+3 eff.) Resists +6% mind +6% fire Die.at -60.00 life Unarmed combat: Power 21.0 - 23.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +6 mind +8 fire On Hit: 10% Fire Breath 3 On Hit: 20% Psychic Lobotomy 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Bloomwish the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% fire +6% nature +6% temporal Melee Ret 2 nature ----- def ----- Resists +18% lightning +6% blight +18% fire +3% nature +9% all Max.HP +42.00 HP.reg +1.90 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Venomrot (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Con dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +2% physical Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Kilnpeal'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +6% fire Res.pen +25% mind ----- def ----- Phys.save +3 (+3 eff.) Die.at -60.00 life Amulets make your neck look great! |
Inventory
Primal Infusion (affinity 11%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 11% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion (heal 62; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 62 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 473%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 521%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 521% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+9 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
grounding steel amulet of cunning (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Cun ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
rogue's copper ring of fire (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Defense +6 (+3 eff.) Resists +22% fire Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+4 eff.) Rings make your fingers look great! |
magewarrior's short elm bonestaff of wizardry (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego++] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +6.0% Spell.crit +4% Phys.pwr +6 (+2 eff.) Spell.pwr +12 (+4 eff.) Dmg.mod +10% darkness Acc +6 (+2 eff.) ---------- misc Max.mana +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Sparkquill the dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +19 Mag +12 Wil +13 Cun +7 Con dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +23 (+8 eff.) S.pwr/crit +18 Dmg.mod +45% lightning ----- def ----- Resists +6% lightning ---------- misc N.En/turn +0.20 Vim/s.crit +7.00 Max.vim +35.00 Max.N.En +26.00 Light +1 See.Invis +6 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 74.16 to 88.99 lightning damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Sunbloom the steel greatsword (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Nature Power 24.5 - 39.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +14 nature On Hit.r1 +8 fire While equipped: ----- def ----- Resists +3% lightning +9% light Max.HP +40.00 Silence- +20% Disarm- +20% Massive two-handed swords. |
iron waraxe 'Treequake' (18-26 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 18.5 - 25.9 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: ----- def ----- Resists +9% mind +15% cold +6% darkness +3% nature One-handed war axes. |
thought-forged steel waraxe of enduring (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Nature/Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 19% chance to reduce all saves and defense by 15 While equipped: Stats +6 Wil +2 Cun +9 Con ----- def ----- Max.HP +26.00 One-handed war axes. |
Tizilahir the Undeathlord (3-3 power, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Rare] Nature Power 3.0 - 3.3 Mind 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% Melee+ +8 nature On Hit.r1 +8 mind +8 cold On Crit.r2 +20 mind +8 cold While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +6% nature ----- def ----- Resists +3% blight Disease- +12% ---------- 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. |
vined mindstar 'Chargeking' (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Rare] Nature/Psionic Power 5.0 - 5.5 Mind 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% While equipped: Stats +2 Mag +4 Wil dps ---------- Phys.crit +4.0% Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +6% physical Res.pen +15% lightning ----- def ----- Resists +3% physical Spell.save +4 (+2 eff.) ---------- misc See.Invis +9 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. |
gifted thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+6 eff.) ----- def ----- Phys.save +4 (+3 eff.) Spell.save +2 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon Reqs Wil 36 [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+6 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+7 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 51.58 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
hateful pulsing mindstar of storms (12-13 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag +3 Wil +1 Cun +3 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 10 lightning Dmg.mod +4% lightning +16% mind +21% darkness Res.pen +8% lightning +9% mind +7% darkness ----- def ----- Resists +8% lightning ---------- misc Max.hate +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Xanalrama the hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Random Unique] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +12 acid +20 fire On Hit.r1 +8 acid While equipped: Stats +3 Mag dps ---------- Dmg.mod +22% fire +5% temporal +12% arcane +7% physical Res.pen +5% temporal +8% physical ---------- misc Reload +1 Masteries +0.10 Chronomancy/Bow Threading Instant Weapon Swap Slings are used to hurl stones or metal shots at your foes. |
fungal dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot Steam Pool [Ego] Nature/Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Con ----- def ----- Resists +10% acid +11% lightning +9% cold +7% fire +4% all Spell.save +8 (+4 eff.) ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 82 life over 5 turns Puts all charms on 17 cooldown Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
storming pouch of dwarven-steel shots of wind (16/16, 32-39 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature Power 32.5 - 39.0 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 16 Proj.spd +200% Ranged+ +17 lightning On Crit.r2 +8 lightning On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage Shots are used with slings to pummel your foes to death. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +41.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +9% all Mind.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Manedas the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +4 Str +7 Con dps ---------- Dmg.mod +5% nature Apr +3 On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +2% physical +11% all Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+6 eff.) Spell.save +10 (+5 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Nature's Blessing (8 def, 6 armour)9.0 T2 light armor [Unique] Nature/Disrupt While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +6 Defense +8 (+4 eff.) Rng.Def +4 (+2 eff.) Fatigue +8% Resists +20% nature +25% arcane Spell.save +18 (+9 eff.) HP.reg +1.00 Heal.mod +20% Stun/Frz- +25% ---------- misc Masteries +0.20 Wild-gift/Antimagic Worn by Protector Ardon, who first formed the Ziguranth during the mage wars between the Humans and the Halflings. This armour is infused with the powers of nature, and protected against the disruptive forces of magic. |
iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
Chamimnir (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Mag dps ---------- Dmg.mod +9% mind ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +9% mind +17% fire Crit.chn- 15.00% ---------- misc See.Invis +9 A suit of armour made of mail. |
rough leather belt 'Boltking'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Dmg.mod +12% nature +3% lightning Res.pen +10% lightning ---------- misc Hate/m.crit +2.00 A belt that goes around your waist. |
hardened leather belt 'Voidglamour'1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +5 Wil +4 Cun dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% acid +6% temporal +9% lightning Phys.save +14 (+8 eff.) Spell.save +32 (+15 eff.) Mind.save +12 (+6 eff.) A belt that goes around your waist. |
Hettotar the linen cloak (1 def, 8 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +1 (+1 eff.) Resists +6% lightning +11% cold +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Mardoromildir the pair of hardened leather boots (0 def, 8 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +7 Con ----- def ----- Armour +8 Resists +6% mind ---------- misc Infravis +2 See.Invis +12 A pair of boots made of leather. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frostusher the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Dex +8 Wil dps ---------- Mind.pwr +20 (+10 eff.) Dmg.mod +6% cold Acc +11 (+4 eff.) ----- def ----- Armour +1 Mind.save +12 (+6 eff.) Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +6.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 5 lightning Dmg.mod +4% lightning Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +1 Crit +5.0% Atk.spd 100% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cuthirach (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +2 Str dps ---------- Res.pen +20% physical Acc +7 (+2 eff.) ----- def ----- Armour +2 Phys.save +7 (+5 eff.) Mind.save +6 (+3 eff.) Die.at -20.00 life Cut- +20% Disarm- +29% Knockbk- +20% Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
naturalist's hardened leather gloves of archery (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Melee+ 7 nature Dmg.mod +5% nature Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +5% nature Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +9 Apr +8 Crit +3.0% Atk.spd 100% On Crit.r2 +5 nature On Hit: 10% Venomous Breath 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Nerama the Hellwinnow (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +1 Wil +2 Cun +1 Con dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +6% fire +6% cold Crit.chn- 15.00% A pointy cloth hat, very wizardly... |
rough leather cap 'Shimmercrypt' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Mag +8 Wil dps ---------- Res.pen +10% lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% blight Mind.save +6 (+3 eff.) A cap made of leather. |
Elima (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +3 Dex +4 Wil +2 Con dps ---------- Phys.crit +3.0% Acc +10 (+3 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +18% acid Phys.save +8 (+5 eff.) A pointy cloth hat, very wizardly... |
4 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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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. |
5 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
2 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 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
95 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. |
Skyspike2.0 T1 lite [Rare] Arcane While equipped: Stats +1 Con dps ---------- Dmg.mod +6% physical Apr +2 Melee Ret 6 lightning 11 fire ----- def ----- Resists +3% temporal +6% fire Die.at -20.00 life ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Breezehunter'2.0 T1 lite [Rare] Arcane While equipped: Stats +5 Dex +2 Mag dps ---------- Res.pen +15% nature +10% acid Melee Ret 2 nature 11 fire ----- def ----- Resists +6% fire ---------- misc Light +3 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. |
brass lantern 'Duskvortex'2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind +9% light Res.pen +5% darkness ----- def ----- Resists +3% darkness ---------- 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. |
Salynn the iron pickaxe (dig speed 37 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Dex +3 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature Heal.mod +10% Stun/Frz- +20% ---------- misc See.Invis +6 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Sleettorrent the dwarven-steel pickaxe (dig speed 22 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +4 (+1 eff.) Mov.spd +10% Dmg.mod +12% cold Res.pen +5% cold Melee Ret 2 cold On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +9% darkness +3% mind 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 Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
ash totem of stinging [power 194] (13 cooldown)2.0 T2 totem charm [Ego] Nature Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Alunanie the Drem Writhing One level 20
10th Wealth 122nd year of Ascendancy at 04:25 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Alunanie the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 17:38 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Alunanie the Drem Writhing One level 20
41st Profit 122nd year of Ascendancy at 23:02 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Alunanie the Drem Writhing One level 17
30th Profit 122nd year of Ascendancy at 03:02 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Alunanie the Drem Writhing One level 9
27th Voratun 122nd year of Ascendancy at 02:17 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Alunanie the Drem Writhing One level 13
12nd Profit 122nd year of Ascendancy at 01:45 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Alunanie the Drem Writhing One level 18
39th Profit 122nd year of Ascendancy at 02:19 see stats
Log
Layumira the shadowblade's Trick Shot killed Alunanie!
Hornet swarm hits worm that walks (servant of Alunanie) for 10 physical damage.
Layumira the shadowblade's Trick Shot performs a ranged critical strike against worm that walks (servant of Alunanie)!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 30.
Worm that walks (servant of Alunanie) is crippled.
Worm that walks (servant of Alunanie) is on fire!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 15.
Layumira the shadowblade's Trick Shot hits worm that walks (servant of Alunanie) for 109 physical damage.
Layumira the shadowblade's Trick Shot hits worm that walks (servant of Alunanie) for 231 physical damage.
Hornet swarm hits worm that walks (servant of Alunanie) for 10 physical damage.
Bee swarm bites poison into worm that walks (servant of Alunanie).
Bee swarm hits worm that walks (servant of Alunanie) for 12 nature damage.
Weakness Disease from Worm that walks (servant of Alunanie) hits Hornet swarm for 9 blight damage.
Burning from Layumira the shadowblade hits Layumira the shadowblade for 19 fire damage.
Worm that walks (servant of Alunanie) casts Epidemic.
Layumira the shadowblade shrugs off worm that walks (servant of Alunanie)'s 'Epidemic'!
Hornet swarm is afflicted by a decrepitude disease!
worm that walks (servant of Alunanie) performs a melee critical strike against Ritch flamespitter!
Ritch flamespitter is crippled.
worm that walks (servant of Alunanie) hits Bee swarm for 2 mind, 3 light, 4 blight (9 total damage).
worm that walks (servant of Alunanie) hits Hornet swarm for 2 blight, 3 light, 5 blight, 1 blight, 2 darkness, 5 blight (20 total damage).
worm that walks (servant of Alunanie) hits Ritch flamespitter for 1 mind, 3 light, 3 blight (7 total damage).
Ruin hits worm that walks (servant of Alunanie) for 1 healing, 1 healing, 1 healing (0 total damage) [4 healing].
Layumira the shadowblade strafes with his steamguns!
Hornet swarm misses worm that walks (servant of Alunanie).
Character control switched to Alunanie.
Poison from Hornet swarm hits Worm that walks (servant of Alunanie) for 24 nature damage.
Burning from Layumira the shadowblade hits Worm that walks (servant of Alunanie) for 47 fire damage.
Alunanie the level 22 drem writhing one was slimed to death by a hornet swarm on level 2 of Old Forest.





















































































































