








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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: 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 | Nightmare Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Necromancer |
| Level / Exp | 28 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 26 on the 64th Haze 122nd year of Ascendancy at 11:12 5 / 1 |
Primary Stats
| Strength | 17 (base 10) |
| Dexterity | 17 (base 10) |
| Constitution | 51 (base 49) |
| Magic | 74 (base 60) |
| Willpower | 26 (base 13) |
| Cunning | 34 (base 11) |
Resources
| Life | 526/526 |
| Mana | 324/324 |
| Soul | 2/15 |
| Vim | 208/208 |
| Healing Factor | 1.6040316950179 |
| Regeneration | 3.6090713137902 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 5 |
| See Stealth | 48.114754928839 |
| See Invisible | 43.114754928839 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Barehand
| Damage | 14 |
| Accuracy | 31 |
| Crit Chance | 13% |
| APR | 1 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +55% |
| Physical | +6% |
| Arcane | +22% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 35 (35.65183292883%) |
| Defense | 40 |
| Ranged Defense | 40 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 50 |
| Mental Save | 55 |
Defense: Resistances
| Darkness | + 70%( 70%) |
| Fire | + 17%( 70%) |
| Mind | + 20%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 17%( 70%) |
| All | + 12%( 70%) |
Defense: Immunities
| Teleport Resistance | 45% |
| Confusion Resistance | 69% |
| Instadeath Resistance | 100% |
| Blind Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 468 damage for 3 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 120 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 4 Cooldown: 18 Travel Speed: 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
| talent | Spikes of Decrepitude |
| talent | Golden Age of Necromancy |
| talent | Erupting Shadows |
| talent | Grim Shadow |
| talent | Reaping |
| talent | Hiemal Shield |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * The ceremony will require a suitable location, secluded and given to the channelling of energy | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed minotaur nose. * You've found the needed vial of wight ectoplasm. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed warg claw. * You've found the needed honey tree root. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed wretchling eyeball. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Xanyssra the pair of rough leather boots (0 def, 3 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +6% physical ----- def ----- Armour +3 Resists +2% physical Die.at -20.00 life HP.reg +2.00 Heal.mod +10% A pair of boots made of leather. |
| On hands | polar rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 cold Dmg.mod +3% cold Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +5% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| On head | Eclipseripper the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +6% darkness Res.pen +5% arcane Melee Ret 10 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
| Tool | iron pickaxe 'Ravenmarrow' (dig speed 20 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +12% darkness Melee Ret 4 acid ----- def ----- Resists +6% fire +6% darkness +9% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | gold ring of darkness (+26%)0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +13% darkness ----- def ----- Resists +26% darkness Rings make your fingers look great! |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 43 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| Around neck | steel amulet 'Manigamnir'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +6 Str +5 Dex +10 Wil dps ---------- Mind.pwr +10 (+5 eff.) ---------- misc Hate/m.crit +1.00 Max.mana +80.00 Max.psi +30.00 Amulets make your neck look great! |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+5 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Light source | Rainedge the dwarven lantern1.0 T5 lite [Random Unique] Nature/Master While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% cold Melee Ret 4 cold ----- def ----- Phys.save +11 (+3 eff.) Max.HP +69.00 Heal.mod +22% Blind- +25% Confus- +14% ---------- misc Light +10 See.Stealth +20 See.Invis +15 Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 7 turns. The radius will increase with your Cunning. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
| Cloak | shadow cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +14% darkness Res.pen +5% darkness Acc +17 (+9 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Resists +12% darkness Stealth +11 Max.HP +58.00 ---------- misc Max.stam +15.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Bokyyalen the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +10 (+4 eff.) Resists +3% darkness +1% physical Crit.chn- 5.00% Stealth +6 Max.HP +60.00 A belt that goes around your waist. |
Inventory
blink rune of the duelist (range 3; phase 14; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 16 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 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 6; phase 14; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the wizard (range 5; phase 20; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 20%, your defense is increased by 20 and all your resistances by 20%. 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. Press to compare to your current inscriptions |
acid wave rune of the psychic (damage 115; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 115.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the warrior (damage 102; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 102.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the wizard (damage 245; 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 unleash a cone dealing 244.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 153; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 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 153.22 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the psychic (power 20; resist 15%; move 40%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 15% all resistance, you move 40% faster, and you are invisible (power 20). Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 22; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 22 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the warrior (absorb 57; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 57 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
clarifying copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
copper amulet 'Vilehunger'0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% nature Res.pen +15% darkness +10% arcane On Hit (Melee): * 10% chance to slow global speed by 48% * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +6% nature Heal.mod +12% Cut- +50% Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +40% Heal: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of mastery (0.11 Spell / Dreadmaster)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.11 Spell/Dreadmaster Amulets make your neck look great! |
copper amulet of mastery (0.12 Spell / Spectre)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.12 Spell/Spectre Amulets make your neck look great! |
wanderer's steel amulet of magic (+4)0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +4 Mag +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
grounding gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Resists +10% lightning Blind- +25% Stun/Frz- +25% ---------- misc Infravis +2 Sight +2 See.Invis +6 Amulets make your neck look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
pixie's steel ring0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Spell.pwr +6 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Rings make your fingers look great! |
steel ring 'Grinofast'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +1 Dex dps ---------- Mind.crit +2% Phys.pwr +7 (+5 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +9% blight Res.pen +10% blight ---------- misc Infravis +3 Rings make your fingers look great! |
steel ring 'Morningjustice'0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Dmg.mod +12% light Melee Ret 4 light ----- def ----- Resists +33% light +3% nature Crit.chn- 10.00% ---------- misc Light +2 Rings make your fingers look great! |
gladiator's gold ring of lightning (+22%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +11 (+7 eff.) Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+4 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's gold ring of perseverance0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+2 eff.) HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
rogue's stralite ring of life0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Max.HP +52.00 HP.reg +11.00 Heal.mod +11% Rings make your fingers look great! |
cruel ash bonestaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane/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 +12% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew bonestaff of might (22-26 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +11 (+4 eff.) Dmg.mod +22% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elven-wood vilestaff of power (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +20 (+7 eff.) Dmg.mod +25% fire ----- def ----- Armour +7 Hardiness +6% Phys.save +2 (+0 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood bonestaff 'Lorelathasin' (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +7 Con dps ---------- Spell.crit +4% Spell.pwr +19 (+7 eff.) Dmg.mod +12% arcane +25% darkness ----- def ----- Armour +4 Resists +12% light Crit.chn- 10.00% Die.at -80.00 life HP.reg +1.70 Heal.mod +17% Silence- +20% Disarm- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced iron greatsword of erosion (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego+] Nature Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +7 nature While equipped: Stats +5 Str +6 Dex +6 Mag +6 Wil +6 Cun +6 Con Massive two-handed swords. |
mindwoven linen robe of power (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Spell.pwr +11 (+4 eff.) Mind.pwr +2 (+1 eff.) Dmg.mod +5% all ----- def ----- Resists +7% all Mind.save +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of lightning (+24%) (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Nature While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) Dmg.mod +16% lightning +5% temporal +10% arcane ----- def ----- Resists +24% lightning +11% all ---------- misc Max.mana +29.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xerukira the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex ----- def ----- Resists +6% lightning +6% temporal +1% physical Phys.save +3 (+1 eff.) Mind.save +9 (+3 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A belt that goes around your waist. |
Tulylatharab the Ebony's kiss1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.pwr +4 (+3 eff.) Res.pen +5% light Against +22% Summoned Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% darkness +3% light D.Red.from +20% Summoned Spell.save +7 (+2 eff.) HP.reg +1.70 Heal.mod +18% ---------- misc Size +1 A belt that goes around your waist. |
Layavena the Nightshaper (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +4 Mag +2 Wil +3 Cun +4 Con dps ---------- Dmg.mod +3% darkness ----- def ----- Defense +1 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Max.mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lelazilagas the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% mind +9% arcane ----- def ----- Defense +1 (+1 eff.) Resists +3% mind Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) 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 'Bumnir' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +3% temporal +3% arcane Res.pen +5% acid On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Armour +1 HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of spellbinding (9 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +7 Dex +3 Mag ----- def ----- Armour +3 Defense +9 (+3 eff.) ---------- misc Spell.cld 10% A pair of boots made of leather. |
Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+4 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Salerena the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Dmg.mod +10% light Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Defense +1 (+1 eff.) Resists +15% light ---------- misc Max.vim +10.00 A pointy cloth hat, very wizardly... |
Arcrune (0 def, 1 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +12% lightning Melee Ret 2 lightning ----- def ----- Armour +1 Fatigue +1% Resists +6% blight +6% darkness Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Circle of Sanctity: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 13 light damage to everyone else who enters. The circle lasts 4 turns. A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold A cap made of leather. |
6 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. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 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. |
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. |
3 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. |
4 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
3 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. |
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. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
123 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. |
Bethutira2.0 T1 lite [Rare] Nature While equipped: Stats +1 Wil dps ---------- Spell.pwr +20 (+7 eff.) ----- def ----- Max.HP +40.00 ---------- misc Mana/turn +0.08 Mana/s.crit +1.00 Max.mana +60.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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.(78 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. |
woodsman's iron pickaxe (dig speed 35 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 138.94 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 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. |
piercing iron torque of mindblast [power 110] (13 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of clear mind [power 2] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
Dairadan the Murktrail [power 15] (17 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning Res.pen +15% light Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Resists +3% light Harden the skin for 7 turns increasing armour by 15 and armour hardiness by 30% Puts all charms on 17 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Big Beef the Cornac Necromancer level 8
3rd Flare 122nd year of Ascendancy at 01:34 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Big Beef the Cornac Necromancer level 21
5th Haze 122nd year of Ascendancy at 05:26 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Big Beef the Cornac Necromancer level 10
15th Dusk 122nd year of Ascendancy at 02:23 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Big Beef the Cornac Necromancer level 20
1st Time of Equilibrium 122nd year of Ascendancy at 09:59 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Big Beef the Cornac Necromancer level 21
14th Haze 122nd year of Ascendancy at 16:09 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Big Beef the Cornac Necromancer level 20
1st Haze 122nd year of Ascendancy at 12:43 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Big Beef the Cornac Necromancer level 8
13rd Dusk 122nd year of Ascendancy at 00:32 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Big Beef the Cornac Necromancer level 7
79th Pyre 122nd year of Ascendancy at 19:05 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Big Beef the Cornac Necromancer level 10
18th Dusk 122nd year of Ascendancy at 19:43 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Big Beef the Cornac Necromancer level 26
65th Haze 122nd year of Ascendancy at 06:59 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Big Beef the Cornac Necromancer level 20
2nd Haze 122nd year of Ascendancy at 01:34 see stats
Log
Talent Dire Plague is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
Ran for 8 turns (stop reason: at door).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is an exit to the worldmap here (press '' or right click to use).
Ran for 87 turns (stop reason: at exit).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is nowhere left to explore.
You gain 15.00 gold from the transmogrification of yew totem of stinging [power 254] (13 cooldown).
You gain 20.25 gold from the transmogrification of cleansing stralite torque of gale force [power 320] (13 cooldown).
You gain 25.00 gold from the transmogrification of Flashwyrd (15 def, 4 armour).
You gain 5.19 gold from the transmogrification of blood-soaked pair of hardened leather boots of rushing (0 def, 3 armour).
You gain 4.15 gold from the transmogrification of psychokinetic pouch of stralite shots of paradox (20/20, 42-50 power, 5 apr).
You gain 25.00 gold from the transmogrification of Kilnspawner (19/19, 31-43 power, 10 apr).
You gain 8.15 gold from the transmogrification of balanced dwarven-steel dagger of enduring (18-23 power, 7 apr).
You gain 22.11 gold from the transmogrification of Nygorand (40-63 power, 2 apr).
You gain 25.00 gold from the transmogrification of Eremeralastir the yew vilestaff (27-32 power, 4 apr, blight element).
You gain 25.00 gold from the transmogrification of Wheel of Fate.
There is a Entrance to a ruined dungeon here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
























































































































