











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This 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 1.7.6Donators/Buyers bonus! Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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: Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it 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 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 | Insane Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Solipsist |
| Level / Exp | 43 / 0% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
| Antimagic | Follower |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 11 (base 10) |
| Constitution | 56 (base 51) |
| Magic | 20 (base 10) |
| Willpower | 109.27436892331 (base 60) |
| Cunning | 92.185922308261 (base 60) |
Resources
| Life | 945/945 |
| Equilibrium | 48 |
| Psi | 629/629 |
| Healing Factor | 1.7800460901468 |
| Regeneration | 36.596325234169 |
Speed
| Mental | 0% |
| Attack | +9.9920072216264E-12% |
| Movement | +20% |
| Spell | 0% |
| Global | +163.48493745766% |
Vision
| Sight | 10 |
| Lite | 12.103224129837 |
| Infravision | 6 |
| See Stealth | 61.335004488664 |
| See Invisible | 61.335004488664 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 107 |
| Accuracy | 54 |
| Crit Chance | 35% |
| APR | 70 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 112 |
| Accuracy | 54 |
| Crit Chance | 35% |
| APR | 70 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 55 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 100 |
| Crit Chance | 36% |
| Speed | 0.9999999999999 |
Offense: Damage Bonus
| Physical | +49% |
| Cold | +60% |
| All | 0% |
| Lightning | +58% |
| Light | +6% |
| Darkness | +15% |
| Mind | +3% |
| Fire | +42% |
| Nature | +50% |
Offense: Damage Penetration
| Lightning | +20% |
| Light | +5% |
| Mind | +25% |
Defense: Base
| Armour (hardiness) | 20 (48.304188961773%) |
| Defense | 49 |
| Ranged Defense | 49 |
| Fatigue | 0 |
| Physical Save | 64.735 |
| Spell Save | 64.79 |
| Mental Save | 66 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 37%( 70%) |
| Cold | + 43%( 70%) |
| All | + 28%( 70%) |
| Lightning | + 55%( 70%) |
| Light | + 37%( 70%) |
| Mind | + 35%( 70%) |
| Darkness | + 30%( 70%) |
| Fire | + 50%( 70%) |
| Nature | + 63%( 70%) |
Defense: Immunities
| Silence Resistance | 53% |
| Confusion Resistance | 88% |
| Fear Resistance | 0% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 40% |
Inscriptions (4/4)
| Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 589 life over 5 turns. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 260 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 777% 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 Cunning stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Psionic / Thought-Forms | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Psionic / Dream Smith | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Psionic / Psychic Assault | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 2/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Wild-gift / Antimagic | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| talent | Thought-Form: Warrior |
| talent | Antimagic Shield |
| beneficial effect | Improves senses, allowing the detection of unseen things. Sensing |
| beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
| beneficial effect | The creature has found a state of clarity and sees the world for what it is (+45% global speed). Clarity |
Quests
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Glynn the ghoul. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Dreadfell. Escort: repented thief (level 2 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished Murgol. * You have explored the ritch tunnels and vanquished their queen. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 362. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala has completed an elixir of mysticism without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed bloated horror heart. * You've found the needed red crystal shard. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Swampstar the alchemist's lamp1.0 T3 lite [Random Unique] Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Dmg.mod +18% nature +9% darkness Melee Ret 6 darkness ----- def ----- Resists +3% nature Phys.save +10 (+0 eff.) Max.HP +53.00 Heal.mod +22% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+4 eff.) Mind.pwr +12 (+2 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 85 power out of 150/150 This headwear seems made entirely out of half-rotten brain matter. Do you really want to put that over your head? |
| On hands | Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 5.5 Pwr.cost 14 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 5.9 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 41 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 12% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Shinesage the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +6 Wil dps ---------- Dmg.mod +6% light Apr +2 ----- def ----- Crit.chn- 10.00% Mind.save +12 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +20.00 Light +3 Rings make your fingers look great! |
| On fingers | Noonrupture the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +11% physical Res.pen +5% light +10% mind ----- def ----- Resists +9% acid +11% physical Die.at -20.00 life Max.HP +80.00 Rings make your fingers look great! |
| Around neck | gold amulet 'Chargetooth'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Crit.mult +10.00% Res.pen +20% lightning ----- def ----- Armour +12 Defense +20 (+7 eff.) Phys.save +9 (+0 eff.) Max.HP +38.00 HP.reg +3.00 ---------- misc Max.psi +20.00 Amulets make your neck look great! |
| In main hand | creative living mindstar of life (111% power, 61 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 111% Range: 1.1x Uses 82% Wil, 49% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +61 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Mind.crit +5% Crit.mult +6.00% Mind.pwr +16 (+3 eff.) ----- def ----- Max.HP +26.00 HP.reg +1.30 ---------- 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. |
| Around waist | Blackcut1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Resists +3% darkness Max.HP +32.00 A belt that goes around your waist. |
| In off hand | Hettetir the Lightningfury (116% power, 61 apr, mind damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 116% Range: 1.1x Uses 82% Wil, 49% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +61 Crit +5.0% Atk.spd 100% On Hit.r1 +8 lightning While equipped: Stats +3 Wil dps ---------- Mind.crit +5% Mind.pwr +16 (+3 eff.) Dmg.mod +33% lightning +21% fire +8% nature +25% cold ----- def ----- Resists +10% blight Heal.mod +25% Heal/summ +56 Disease- +22% ---------- misc Hate/m.crit +4.00 Max.psi +30.00 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.20 Psionic/Projection 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. |
| Cloak | Ulfirim the Glintknight (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Cun +6 Con dps ---------- Dmg.mod +30% physical ----- def ----- Defense +2 (+1 eff.) Resists +9% light +2% physical Mind.save +9 (+3 eff.) ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Ragikan the Blazebreaker (0 def, 0 armour)2.0 T5 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +25% lightning +21% fire +24% nature Res.pen +15% mind ----- def ----- Resists +37% lightning +3% light +9% mind +31% fire +36% nature +15% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Rune of the Rift (587.10 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 587.10 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Glura the Squalorwinnow0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +1 Str dps ---------- Res.pen +5% physical ----- def ----- Resists +9% nature ---------- misc Stam/turn +1.00 Max.stam +10.00 Amulets make your neck look great! |
clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
mindweaver's steel amulet0.1 T2 amulet jewelry [Ego+] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) Confus- +12% Amulets make your neck look great! |
Rottyphoon the gold amulet =+6 dex=0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +6 Dex +2 Con dps ---------- Dmg.mod +9% light +18% nature On Hit (Melee): * 20% chance to slow global speed by 80% ----- def ----- Resists +6% nature Crit.chn- 15.00% ---------- misc Light +2 See.Invis +6 Masteries +0.26 Technique/Combat training Amulets make your neck look great! |
The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 31 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (155). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Salussra0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +12% fire ----- def ----- Defense +10 (+3 eff.) Resists +2% physical +24% fire Crit.chn- 5.00% Heal.mod +5% Rings make your fingers look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+0 eff.) Rings make your fingers look great! |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+0 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
gladiator's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +57.00 HP.reg +8.00 Heal.mod +15% Rings make your fingers look great! |
Yvarin0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Str +10 Mag +6 Cun +8 Con dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+4 eff.) Res.pen +5% arcane +20% temporal ----- def ----- Mind.save +9 (+3 eff.) Confus- +38% ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Rings make your fingers look great! |
Spectral Blade (130% power, 25 apr)0.1 T2 greatsword 2H weapon [Unique] Arcane/Master Power 131% Range: 1.6x Uses 10% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +25 Crit +3.0% Atk.spd 111% Melee+ +15 arcane On Crit.r2 +30 arcane silence While equipped: dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Mana/turn +0.50 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
enhanced stralite greatsword of shearing (161% power, 3 apr) =+12 dex=3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Nature/Master Power 162% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Str +12 Dex +10 Mag +7 Wil +10 Cun +7 Con dps ---------- Res.pen +13% all Acc +13 (+13 eff.) Apr +13 Massive two-handed swords. |
Unridir (148% power, 6 apr)3.0 T5 waraxe 1H weapon Reqs Str 48 [Random Unique] Arcane/Master Power 149% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit.r1 +15 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) On Crit: * Wound the target dealing 266 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +11.0% Phys.pwr +10 (+3 eff.) Dmg.mod +9% temporal Res.pen +15% temporal +15% physical Acc +18 (+16 eff.) Apr +11 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
Ulubar the Chillvalor (132% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Random Unique] Nature/Master Power 133% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 nature While equipped: Stats +11 Str +8 Dex +10 Mag +7 Wil +7 Cun +8 Con dps ---------- Phys.crit +13.0% Crit.mult +19.00% Dmg.mod +6% cold +15% fire Apr +9 Melee Ret 4 cold ----- def ----- Resists +6% cold +3% fire Sharp, short and deadly. |
Star Shot (20/20, 139% power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Arcane Power 139% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Fire Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
rough leather belt 'Hettunarilach' =+4 str=1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +5.0% Crit.mult +15.00% Phys.pwr +3 (+1 eff.) Phasing +10% ----- def ----- Phys.save +3 (+0 eff.) ---------- misc Max.vim +20.00 A belt that goes around your waist. |
Manechak the Blackstone (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce damage dealt by 40% ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life Max.HP +30.00 ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Blazesaw' (0 def, 1 armour) =+6 con=2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +2 Dex +1 Wil +6 Con ----- def ----- Armour +1 Resists +3% lightning Crit.chn- 15.00% Rush: Puts all charms on 22 cooldown Level 4.5 Pwr.cost 22 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Shoes of Moving Slowly (0 def, 0 armour) =do the thing=2.0 T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Fatigue +3% Knockbk- +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Zuborann the cashmere wizard hat (2 def, 0 armour) =+7 dex=2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex +7 Wil +4 Cun dps ---------- Phys.pwr +30 (+8 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 50 ----- def ----- Defense +2 (+1 eff.) Phys.save +8 (+0 eff.) ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
elven-silk wizard hat 'Ragitar' (3 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Cun +10 Wil dps ---------- Mind.pwr +6 (+1 eff.) Dmg.mod +18% cold +20% light +12% temporal Res.pen +10% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +3 (+1 eff.) Resists +30% light +27% cold ---------- misc Equi/ret +0.12 Psi/ret +0.04 A pointy cloth hat, very wizardly... |
warlord's hardened leather cap of ire (0 def, 3 armour) =+8 str=2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +8 Str +4 Wil +2 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% physical Phys.save +14 (+0 eff.) Mind.save +9 (+3 eff.) Battle Cry: Puts all charms on 24 cooldown Level 3.5 Pwr.cost 24 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 6, lowering their Defense by 24 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
catburglar's iron helm of the bounder (0 def, 3 armour) =+11 dex=3.0 T1 head armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +6 Str +11 Dex ----- def ----- Armour +3 Fatigue +5% Resists +13% darkness ---------- misc Infravis +3 Skullcracker: Puts all charms on 17 cooldown Level 4.5 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 64.7 Physical damage. If the attack hits, the target is confused (26% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 5.9 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 274.11 mind damage and cripples the target's higher mental functions, reducing cunning by 31 and confusing (42% power) the target for 6 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
mindcaging dwarven-steel helm of the depths (0 def, 4 armour) =+water breathing=3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: dps ---------- Dmg.mod +10% blight ----- def ----- Armour +4 Fatigue +4% Resists +17% mind +8% cold Mind.save +14 (+4 eff.) Confus- +32% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. It was corrupted by the digestive sack. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 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. |
11 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. |
7 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. |
11 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. |
7 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. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+0 eff.) Spell.save +4 (+0 eff.) Mind.save +4 (+1 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. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+0 eff.) Spell.save +6 (+0 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+0 eff.) Spell.save +8 (+0 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
732 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(157 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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 'Radiancequill'2.0 T1 lite [Rare] Nature While equipped: Stats +4 Str +3 Wil +2 Cun +10 Con ----- def ----- Resists +7% blight +6% fire +3% light HP.reg +3.00 ---------- misc Light +6 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +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. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Thunderpyre the iron pickaxe (dig speed 19 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +3 Dex +1 Con dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +6 Resists +6% fire +6% darkness +3% cold Spell.save +3 (+0 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
Elenarahek the steel torque of gale force [power 170] (13 cooldown) =+7 dex=2.0 T2 torque charm [Rare] Psionic While equipped: Stats +7 Dex ----- def ----- Resists +30% acid +9% nature +5% arcane +6% lightning Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 253 physical damage Puts all charms on 13 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A different point of view (Insane (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Nap the Yeek Solipsist level 37
14th Regrowth 123rd year of Ascendancy at 00:04 see stats
Antimagic! (Insane (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Nap the Yeek Solipsist level 20
27th Dusk 122nd year of Ascendancy at 03:53 see stats
Bringer of Doom (Insane (Roguelike) difficulty)
Killed a Bringer of Doom.By Nap the Yeek Solipsist level 36
4th Regrowth 123rd year of Ascendancy at 18:49 see stats
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Nap the Yeek Solipsist level 13
6th Dusk 122nd year of Ascendancy at 03:22 see stats
Dragon's Greed (Insane (Roguelike) difficulty)
Amassed 8000 gold pieces.By Nap the Yeek Solipsist level 36
5th Regrowth 123rd year of Ascendancy at 02:13 see stats
Earth Master (Insane (Roguelike) difficulty)
Killed Harkor'Zun.By Nap the Yeek Solipsist level 34
80th Haze 122nd year of Ascendancy at 00:23 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Nap the Yeek Solipsist level 23
59th Dusk 122nd year of Ascendancy at 21:18 see stats
Eye of the storm (Insane (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Nap the Yeek Solipsist level 34
4th Decay 122nd year of Ascendancy at 03:33 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nap the Yeek Solipsist level 37
13rd Regrowth 123rd year of Ascendancy at 22:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nap the Yeek Solipsist level 10
8th Mirth 122nd year of Ascendancy at 02:45 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nap the Yeek Solipsist level 20
21st Dusk 122nd year of Ascendancy at 19:49 see stats
Level 30 (Insane (Roguelike) difficulty)
Got a character to level 30.By Nap the Yeek Solipsist level 30
44th Haze 122nd year of Ascendancy at 01:17 see stats
Level 40 (Insane (Roguelike) difficulty)
Got a character to level 40.By Nap the Yeek Solipsist level 40
39th Regrowth 123rd year of Ascendancy at 22:12 see stats
Oozemancer (Insane (Roguelike) difficulty)
Destroyed the corrupted oozemancer.By Nap the Yeek Solipsist level 38
21st Regrowth 123rd year of Ascendancy at 05:41 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Nap the Yeek Solipsist level 27
78th Dusk 122nd year of Ascendancy at 12:35 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nap the Yeek Solipsist level 27
33rd Haze 122nd year of Ascendancy at 13:36 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nap the Yeek Solipsist level 12
2nd Summertide 122nd year of Ascendancy at 04:11 see stats
The Legend of Garkul (Insane (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Nap the Yeek Solipsist level 37
14th Regrowth 123rd year of Ascendancy at 00:04 see stats
The Right thing to do (Insane (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Nap the Yeek Solipsist level 27
1st Time of Equilibrium 122nd year of Ascendancy at 19:40 see stats
Thralless (Insane (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Nap the Yeek Solipsist level 27
1st Time of Equilibrium 122nd year of Ascendancy at 10:17 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nap the Yeek Solipsist level 27
1st Time of Equilibrium 122nd year of Ascendancy at 07:28 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nap the Yeek Solipsist level 19
21st Dusk 122nd year of Ascendancy at 04:12 see stats
Log
You gain 14.20 gold from the transmogrification of rejuvenating dwarven-steel mail armour of delving (3 def, 8 armour).
You gain 25.00 gold from the transmogrification of Xanebrenn the Glareradiance (2 def, 18 armour).
You gain 13.98 gold from the transmogrification of prismatic drakeskin leather armour of the wind (31 def, 8 armour).
You gain 25.00 gold from the transmogrification of Demonmalice (0 def, 0 armour).
You gain 17.81 gold from the transmogrification of Gludhemira (0 def, 10 armour, 178% power, 183.5 block).
You gain 1.84 gold from the transmogrification of flaming dwarven-steel shield of acid resistance (+18%) (0 def, 6 armour, 133% power, 74 block).
You gain 22.85 gold from the transmogrification of Porythra the Thunderorder (18/18, 157% power, 3 apr).
You gain 25.00 gold from the transmogrification of Eilinuldatta the Arcpain (91% power, 24 apr, mind damage).
You gain 5.70 gold from the transmogrification of voratun dagger of rage (146% power, 9 apr).
You gain 6.62 gold from the transmogrification of chilling voratun dagger of rage (150% power, 9 apr).
You gain 25.00 gold from the transmogrification of Emelenne the Lavawend (107% power, 3 apr).
You gain 2.75 gold from the transmogrification of dwarven-steel longsword of corruption (120% power, 4 apr).
You gain 14.00 gold from the transmogrification of Borosk's Hate (172% power, 22 apr).
You gain 25.00 gold from the transmogrification of yew magestaff 'Lisuthra' (120% power, 4 apr, fire element).
You gain 5.42 gold from the transmogrification of potent yew magestaff of greater warding (130% power, 4 apr, cold element).
You gain 25.00 gold from the transmogrification of Adyrin the yew magestaff (133% power, 4 apr, lightning element).
You gain 25.00 gold from the transmogrification of Duruzor the steel ring.
You gain 23.09 gold from the transmogrification of Ivabeth.
You gain 1.84 gold from the transmogrification of shielding rune (absorb 281; dur 4; cd 14).
You gain 2.25 gold from the transmogrification of ethereal rune of the warrior (power 18; resist 32%; move 48%; dur 5; cd 17).
You gain 1.62 gold from the transmogrification of acid wave rune (damage 124; dur 4; cd 22).
You gain 1.00 gold from the transmogrification of wild infusion (res 21%; mental, physical; dur 3; cd 16).
You gain 2.02 gold from the transmogrification of movement infusion of the wizard (speed 559%; cd 17).
You gain 1.53 gold from the transmogrification of movement infusion (speed 673%; cd 18).
You gain 0.65 gold from the transmogrification of healing infusion (heal 53; cd 11).
You gain 0.72 gold from the transmogrification of healing infusion (heal 74; cd 13).
There is a previous level here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Nap uses Track.








































































































































