










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.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
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Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Possessor Bonus Class 1.7.4Donators/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. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Better Item Description 1.7.4This 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 Earlier Draconic Prodigies 1.7.4Allows characters to fulfill the "Be close to the draconic world" requirement for Draconic Will and Draconic Body by eating just one of the "Heart of the Sandworm Queen" or "Wyrm Bile". This lets non-wyrmic characters access the prodigies at lv25 instead of having to wait to lv42 as usual. https://github.com/sandertyu/tome-earlier-draconic-prodigies ---Changelog--- Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Cursed |
| Level / Exp | 13 / 72% |
| Size | medium |
| Lifes / Deaths | Killed by Vorirera the bandit lord at level 7 on the 1st Mirth 122nd year of Ascendancy at 15:53 0 / 5Killed by thief at level 8 on the 1st Mirth 122nd year of Ascendancy at 17:25 Killed by Ivinn the thief at level 13 on the 42nd Haze 122nd year of Ascendancy at 23:02 Killed by multi-hued drake hatchling at level 13 on the 43rd Haze 122nd year of Ascendancy at 00:06 Killed by multi-hued drake at level 13 on the 43rd Haze 122nd year of Ascendancy at 00:15 |
Primary Stats
| Strength | 40 (base 30) |
| Dexterity | 13 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 47 (base 38) |
| Cunning | 16 (base 10) |
Resources
| Life | -94/406 |
| Hate | 100/100 |
| Healing Factor | 1.1460311219418 |
| Regeneration | 9.5693598682136 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 70 |
| Accuracy | 28 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 12 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Darkness | +11% |
| Fire | +12% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Blight | +5% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 0 |
| Physical Save | 35 |
| Spell Save | 20 |
| Mental Save | 29 |
Defense: Resistances
| Blight | + 3%( 70%) |
| Darkness | + 22%( 70%) |
| Cold | + 6%( 70%) |
| All | 0%( 70%) |
Defense: Immunities
| Silence Resistance | 10% |
| Confusion Resistance | 68% |
| Fear Resistance | 45% |
| Stun Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 85% |
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 228 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
| Cursed / Strife | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Slaughter | 1.50 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Predator | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gloom | 1.50 |
| 5/5 |
| 5/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Cursed / Cursed form | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you improved Strength by +5. | done |
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 Cunning 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 |
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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed honey tree root. * You've found the needed skeleton mage skull. | 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 |
Equipment
| On feet | Porebeth (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Con dps ---------- S.pwr/crit +2 Res.pen +5% blight ----- def ----- Armour +1 Crit.chn- 5.00% Phys.save +13 (+6 eff.) Mind.save +11 (+6 eff.) ---------- misc Max.vim +30.00 A pair of boots made of leather. |
| On hands | Beradunazor (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +4 Wil dps ---------- Mind.pwr +10 (+3 eff.) Res.pen +5% mind Acc +10 (+5 eff.) ----- def ----- Armour +1 Fatigue +1% ---------- misc Psi/ret +0.04 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. |
| On head | Islesetha (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +3% blight Phys.save +12 (+5 eff.) Max.HP +20.00 HP.reg +4.00 Silence- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | mule's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Fatigue -4% Resists +22% darkness ---------- misc Max.enc +21 Rings make your fingers look great! |
| On fingers | Xurata the Stormpanic0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Con dps ---------- Crit.mult +5.00% Dmg.mod +9% lightning ----- def ----- Mind.save +6 (+3 eff.) Confus- +23% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| Main armor | troll-hide rough leather armour (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% Max.HP +31.00 HP.reg +4.10 Heal.mod +10% A suit of armour made of leather. |
| In main hand | Frostblur (53-80 power, 3 apr)5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Psionic Power 53.0 - 79.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +17 blight +14 darkness Against +7% Living On Hit.r1 +4 cold On Crit.r2 +4 cold On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 7 * 25% chance for lightning to strike from the target to a second target dealing 15 damage While equipped: dps ---------- Dmg.mod +12% fire ----- def ----- Resists +6% cold Disease- +25% Massive two-handed mauls. |
| Cloak | enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +7 (+4 eff.) Phys.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Light source | brass lantern of focus2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% mind ---------- 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. |
Inventory
healing infusion of the duelist (heal 66; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 66 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the titan (die at -163; dur 5; cd 29)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -163 life. The duration and life will increase by 1% for every 1% life you have lost (currently 364 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 445%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 220; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 220 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 151; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 151 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the duelist (damage 59; dur 4; 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 direct a cone of chilling stormwind doing 58.60 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune (range 3; phase 10; cd 14)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 3 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 10%, your defense is increased by 10 and all your resistances by 10%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 4; phase 11; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 11%, your defense is increased by 11 and all your resistances by 11%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 846% over 10 turns; mana 42; cd 12)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 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 846% for 10 turns (0 total) and instantly restoring 42 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. |
hateful steel battleaxe of projection (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Psionic Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 darkness Against +10% Living On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed battleaxes. |
iron battleaxe (11-16 power, 1 apr)3.0 T1 battleaxe 2H weapon [Normal] Power 11.0 - 16.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
steel battleaxe of vileness (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 21.0 - 31.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 7 Massive two-handed battleaxes. |
Unerring Scalpel (15-20 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+10 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
acidic steel greatmaul (30-45 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 Massive two-handed mauls. |
chilling iron greatmaul of vileness (18-26 power, 1 apr)5.0 T1 greatmaul 2H weapon [Ego] Arcane Power 17.5 - 26.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +7 blight +9 cold On Hit: * 9% chance to reduce strength, dexterity, and constitution by 7 Massive two-handed mauls. |
flaming steel greatmaul of the mystic (24-37 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.pwr +9 (+8 eff.) Massive two-handed mauls. |
steel greatmaul 'Bilakan' (30-45 power, 14 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane Power 30.0 - 45.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +14 Crit +1.0% Atk.spd 100% Phasing +16% Melee+ +12 blight On Hit.r1 +9 fire On Crit.r2 +12 physical On Hit: * 17% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +4 Str dps ---------- Acc +5 (+3 eff.) Massive two-handed mauls. |
Layarinn the Dazzleblast (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Rare] Master Power 16.0 - 25.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +4 light On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% ----- def ----- Defense +5 (+3 eff.) ---------- misc Stam/turn +3.00 Massive two-handed swords. |
balanced iron greatsword (14-22 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Master Power 14.0 - 22.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +28% Massive two-handed swords. |
Dairigrim the Galewend (10-14 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +5 blight On Hit: * 5% chance to reduce strength, dexterity, and constitution by 7 While equipped: Stats +1 Con dps ---------- Dmg.mod +9% lightning ----- def ----- Crit.chn- 15.00% ---------- misc Light +3 Sharp, long, and deadly. |
iron longsword 'Kheliduhad' (12-17 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Melee+ +12 blight On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +1 Mag dps ---------- Phys.crit +5.0% ---------- misc Mana/turn +0.08 Max.mana +20.00 Sharp, long, and deadly. |
iron mace of massacre (20-28 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
Emerabeth (2-2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Rare] Nature/Psionic Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +1 Wil +3 Cun +1 Con dps ---------- Mind.crit +1% Crit.mult +6.00% Mind.pwr +2 (+0 eff.) Melee Ret 2 temporal ---------- misc Infravis +3 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative vined mindstar of life (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 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 +3 Cun dps ---------- Mind.crit +2% Crit.mult +6.00% Mind.pwr +4 (+1 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.50 ---------- 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. |
gifted vined mindstar of resolve (6-7 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 6.0 - 6.6 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 Wil dps ---------- Mind.crit +2% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +4 (+2 eff.) ---------- 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. |
Bilefear4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +6 Cun +3 Wil dps ---------- Mind.crit +3% Res.pen +10% nature +6% physical Melee Ret 2 mind 6 blight ----- def ----- Mind.save +6 (+3 eff.) Slings are used to hurl stones or metal shots at your foes. |
Tundrafurnace4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 cold While equipped: dps ---------- Dmg.mod +14% cold ----- def ----- Armour +6 Resists +3% acid Spell.save +15 (+8 eff.) HP.reg +4.00 Heal.mod +10% Slings are used to hurl stones or metal shots at your foes. |
throat-seeking cured leather sling4.0 T2 sling 1H weapon Reqs Dex 16 Shoot [Ego+] Disrupt Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Ranged+ +7 nature On Crit: * silences the target While equipped: dps ---------- Res.pen +5% nature Slings are used to hurl stones or metal shots at your foes. |
ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of illumination (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Nature/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +10.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Defense +6 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 51.11 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
arcing iron waraxe of daylight (10-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 light Against +7% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 15 damage One-handed war axes. |
flaming steel waraxe of crippling (14-19 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane/Master Power 13.5 - 18.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +7 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% One-handed war axes. |
thought-forged steel waraxe of paradox (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Psionic Power 12.0 - 16.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 temporal +8 mind On Hit: * 14% chance to reduce all saves and defense by 31 While equipped: Stats +2 Cun +2 Wil ----- def ----- Resists +5% temporal One-handed war axes. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+4 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 11.02 to 33.06 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
nightruned rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+3 eff.) ----- def ----- Resists +7% light +5% darkness Mind.save +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt 'Poreda'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid On Hit (Melee): * 20% chance to reduce armor by 17% ----- def ----- Resists +15% acid Max.HP +30.00 A belt that goes around your waist. |
rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- HP.reg +0.60 Heal.mod +10% A belt that goes around your waist. |
thick cashmere cloak of Eldoral (2 def, 7 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +1 Cun +3 Dex ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +14% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Woebliss (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Dmg.mod +13% light Res.pen +15% arcane Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Resists +5% arcane +19% light +9% all Crit.chn- 10.00% ---------- misc Infravis +1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe 'Frigidhash' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Arcane While equipped: Stats +2 Str +4 Cun +1 Con dps ---------- Dmg.mod +13% arcane +3% cold ----- def ----- Resists +3% cold +7% all ---------- misc Max.mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +9% all Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Broditodir the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid +15% blight Melee Ret 2 blight ----- def ----- Armour +1 Resists +15% acid ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Hazeire the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +1 Resists +3% darkness Die.at -20.00 life Poison- +20% ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
Isluvena the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Spell.crit +4% S.pwr/crit +2 ----- def ----- Armour +3 Fatigue -2% Resists +3% temporal Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 Mana/s.crit +1.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +4 (+4 eff.) Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 67.37 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Daimodrathad the linen wizard hat (11 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+0 eff.) ----- def ----- Defense +11 (+6 eff.) Resists +3% physical ---------- misc Psi/turn +0.13 A pointy cloth hat, very wizardly... |
clarifying linen wizard hat of frost (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% cold ----- def ----- Defense +1 (+1 eff.) Resists +15% cold Mind.save +5 (+3 eff.) A pointy cloth hat, very wizardly... |
cleansing linen wizard hat of balance (1 def, 0 armour)2.0 T1 head armor [Ego] Disrupt/Psionic While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +6% nature +5% blight ---------- misc Equi/ret +1.00 Psi/ret +0.90 Hate/ret +0.70 A pointy cloth hat, very wizardly... |
grounding rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +6% temporal A cap made of leather. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Resists +5% fire +6% cold A pointy cloth hat, very wizardly... |
cleansing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +10% blight A suit of armour made of mail. |
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. |
iron mail armour of command (8 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +8 Defense +8 (+4 eff.) Fatigue +12% Mind.save +11 (+6 eff.) A suit of armour made of mail. |
prismatic steel mail armour of implacability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +8% Resists +10% light +13% darkness Phys.save +5 (+2 eff.) A suit of armour made of mail. |
iron plate armour 'Nidin' (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +7 Fatigue +22% Resists +16% lightning Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +2 A suit of armour made of metal plates. |
prismatic iron plate armour of clarity (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Psionic While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +6% mind +11% light +11% darkness Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
Pyreradiance the iron shield (0 def, 2 armour, 8-9 power, 20 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 7.5 - 9.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 While equipped: Stats +5 Str +2 Dex dps ---------- Res.pen +25% acid Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +8% Resists +3% fire ---------- misc Talents +1 Block Handheld deflection devices. |
8 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. |
47 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. |
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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 31 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 111 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of clear mind [power 1] (17 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
quick steel torque of psionic shield [power 37] (17 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 37 for 5 turns Puts all charms on 17 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
evasive ash wand of shielding [power 194] (20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
3 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10
Got a character to level 10.By ProcellC the Cornac Cursed level 10
9th Mirth 122nd year of Ascendancy at 09:23 see stats
The Arena
Unlocked Arena mode.By ProcellC the Cornac Cursed level 11
2nd Flare 122nd year of Ascendancy at 00:31 see stats
The secret city
Discovered the truth about mages.By ProcellC the Cornac Cursed level 13
72nd Dusk 122nd year of Ascendancy at 12:13 see stats
Log
Multi-hued drake hatchling resists the stun!
ProcellC is stunned!
Multi-hued drake hatchling resists the stun!
Multi-hued drake hits Multi-hued drake hatchling for 136 lightning damage.
Multi-hued drake hits Multi-hued drake hatchling for 112 lightning damage.
Multi-hued drake hits ProcellC for 202 lightning damage.
ProcellC uses Infusion: Healing.
ProcellC receives 140 healing from Infusion: Healing.
Multi-hued drake breathes fire!
Multi-hued drake hatchling is on fire!
Multi-hued drake hatchling is on fire!
ProcellC is on fire!
ProcellC is not stunned anymore.
Talent Infusion: Regeneration is ready to use.
Talent Dominate is ready to use.
Talent Dig is ready to use.
Multi-hued drake hits Multi-hued drake hatchling for 103 fire damage.
Multi-hued drake hits ProcellC for 128 fire damage.
Multi-hued drake hits Multi-hued drake hatchling for 103 fire damage.
Multi-hued drake hits Multi-hued drake hatchling for 103 fire damage.
Burning from Multi-hued drake hits ProcellC for 43 fire damage.
Burning from Multi-hued drake hits Multi-hued drake hatchling for 34 fire damage.
Burning from Multi-hued drake hits Multi-hued drake hatchling for 34 fire damage.
Multi-hued drake breathes sand!
ProcellC shrugs off the effect 'Blinded'!
Multi-hued drake hits ProcellC for 157 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 126 physical damage.
Multi-hued drake hits Multi-hued drake hatchling for 126 physical damage.
ProcellC the level 13 cornac cursed was smashed to death by a multi-hued drake on level 1 of The Maze.




























































































