











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new 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: 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Halfling |
| Class | Arcane Blade |
| Level / Exp | 36 / 67% |
| Size | small |
| Lifes / Deaths | Killed by elven blood mage at level 14 on the 79th Dusk 122nd year of Ascendancy at 22:54 1 / 6Killed by Salomina the brown bear at level 20 on the 2nd Wintertide 123rd year of Ascendancy at 17:24 Killed by Poruth the bone giant at level 25 on the 71st Pyre 123rd year of Ascendancy at 08:10 Killed by Urkis, the High Tempest at level 27 on the 6th Mirth 123rd year of Ascendancy at 02:30 Killed by Xeranor the naga tide huntress at level 33 on the 10th Haze 123rd year of Ascendancy at 23:10 Killed by Xeranor the naga tide huntress at level 33 on the 11st Haze 123rd year of Ascendancy at 02:28 |
Primary Stats
| Strength | 39 (base 14) |
| Dexterity | 49 (base 10) |
| Constitution | 37 (base 21) |
| Magic | 113 (base 60) |
| Willpower | 42 (base 19) |
| Cunning | 116 (base 60) |
Resources
| Life | 1010/1010 |
| Mana | 320/320 |
| Stamina | 265/265 |
| Healing Factor | 1.3041015905906 |
| Regeneration | 8.1506349411913 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 75.480133322538 |
| See Invisible | 82.480133322538 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 42 |
| Crit Chance | 62% |
| APR | 23 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 28 |
| Accuracy | 42 |
| Crit Chance | 69% |
| APR | 34 |
| Speed | 0.90 |
Offense: Spell
| Spellpower | 76 |
| Crit Chance | 58% |
| Speed | 1 |
Offense: Mind
| Mindpower | 46 |
| Crit Chance | 34% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +19% |
| Lightning | +80% |
| Mind | +12% |
| Cold | +51% |
| Blight | +11% |
| Arcane | +27% |
| Fire | +27% |
| All | +2% |
Offense: Damage Penetration
| Lightning | +57% |
| Physical | +63% |
| Temporal | +47% |
| Fire | +57% |
| Arcane | +57% |
| Cold | +57% |
| All | +32% |
Defense: Base
| Armour (hardiness) | 23 (55.65183292883%) |
| Defense | 82 |
| Ranged Defense | 85 |
| Fatigue | 0 |
| Physical Save | 51 |
| Spell Save | 43 |
| Mental Save | 53 |
Defense: Resistances
| Acid | + 26%( 70%) |
| Blight | + 35%( 70%) |
| Physical | + 19%( 70%) |
| Cold | + 32%( 70%) |
| All | + 16%( 70%) |
| Lightning | + 56%( 70%) |
| Mind | + 28%( 70%) |
| Darkness | + 35%( 70%) |
| Nature | + 26%( 70%) |
Defense: Immunities
| Teleport Resistance | 10% |
| Disarm Resistance | 50% |
| Silence Resistance | 10% |
| Confusion Resistance | 30% |
| Stun Resistance | 100% |
| Pinning Resistance | 19% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 339 life over 5 turns. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random magical and physical effect and reduce all damage taken by 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (98 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 1095 damage for 7 turns. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Technique / Magical combat | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 2/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Arcane Combat |
| talent | Feather Wind |
| talent | Shock Hands |
| talent | Shielding |
| talent | Arcane Shield |
| talent | Arcane Feed |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 |
You failed to protect the injured seer from death by Bethiwen the skeleton archer. Escort: injured seer (level 7 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Emuta the multi-hued drake. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Hajj. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Old Forest. Escort: lost sun paladin (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved Constitution by +5. | done |
You failed to protect the repented thief from death by snow giant boulder thrower. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | active |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of serendipity. Agrimley the hermit has completed an elixir of focus without your aid. Ungrol of Last Hope has completed an elixir of brawn without your aid. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | pair of dwarven-steel boots 'Frozennail' (15 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Con +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +3% cold Res.pen +6% physical ----- def ----- Armour +4 Defense +15 (+3 eff.) Fatigue +3% Resists +6% lightning Mind.save +6 (+2 eff.) Max.HP +80.00 HP.reg +4.00 Teleport- +10% Blindside: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 13 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Chaludas the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Spell.crit +3% Crit.mult +12.00% Phys.pwr +7 (+2 eff.) Spell.pwr +4 (+1 eff.) Res.pen +15% temporal ----- def ----- Resists +13% blight +8% darkness Phys.save +15 (+5 eff.) Mind.save +7 (+2 eff.) Silence- +10% ---------- misc Light +4 Infravis +4 See.Stealth +14 See.Invis +21 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 26 cooldown Level 1.0 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 23 blight damage or heals 30 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Giligastir (20 def, 8 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +5% Die.at -80.00 life Heal.mod +10% Blind- +20% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | 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 (+3 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. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | Mayorassra0.1 T5 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +25% physical ----- def ----- Armour +2 Defense +25 (+5 eff.) Resists +3% physical HP.reg +2.00 Stun/Frz- +33% Rings make your fingers look great! |
| On fingers | 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. |
| Around neck | grounding stralite amulet of manastreaming0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Mag dps ---------- S.pwr/crit +4 ----- def ----- Resists +13% lightning Stun/Frz- +40% ---------- misc Mana/turn +0.19 Max.mana +40.00 Amulets make your neck look great! |
| In main hand | enhanced stralite dagger of shearing (28-36 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Nature/Master Power 28.0 - 36.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: Stats +3 Str +9 Dex +6 Mag +4 Wil +7 Cun +6 Con dps ---------- Res.pen +7% all Acc +7 (+2 eff.) Apr +7 Sharp, short and deadly. |
| Around waist | Neira's Memory1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 612, based on Magic) for 11 turns. Uses 17 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
| In off hand | Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+3 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
| Cloak | Salaba the elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +3 Str +2 Cun +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Defense +3 (+0 eff.) Resists +12% acid +12% cold +12% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Blindbone (2 def, 4 armour)2.0 T4 cloth armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Mag +6 Wil dps ---------- Dmg.mod +15% lightning +17% physical +9% blight +21% cold Melee Ret 6 darkness 4 blight ----- def ----- Armour +4 Defense +2 (+0 eff.) Resists +13% lightning +14% darkness +9% blight +7% cold +14% mind +13% all Phys.save +38 (+12 eff.) Spell.save +14 (+4 eff.) Mind.save +30 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Elixir of Serendipity0.0 potion [Plot Item] Nature Permanently increase your luck by 5. A vial of lively yellow fluid. |
Rune of the Rift (318.00 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 324.36 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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ureruidan the Lightningrend0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% lightning +3% arcane Res.pen +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +11% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 247 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Shimmermistress the stralite amulet0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +3% temporal +8% physical Phys.save +15 (+5 eff.) Disarm- +10% Confus- +20% ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Woewrest the voratun amulet0.1 T5 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +10% darkness +20% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce damage dealt by 24% ----- def ----- Resists +6% physical Mind.save +12 (+4 eff.) ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
copper onyx ring0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Acc +8 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+2 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! |
copper quartz ring0.1 T1 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Dex +3 Wil +4 Cun +3 Con dps ---------- Dmg.mod +18% fire Acc +6 (+2 eff.) Melee Ret 4 light 4 fire ----- def ----- Resists +3% fire Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Stun/Frz- +30% ---------- misc Light +1 Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
copper ring of nature (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature Rings make your fingers look great! |
gold ring 'Obsidianvalor'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning Res.pen +25% darkness ----- def ----- Resists +24% lightning +3% fire +3% light +3% blight Rings make your fingers look great! |
Hazenigh the voratun ring0.1 T5 ring jewelry [Rare] Master While equipped: Stats +3 Str +5 Mag dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +6% all Melee Ret 10 cold ---------- misc Infravis +3 Rings make your fingers look great! |
Eclipse (18-22 power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 18.0 - 21.6 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 157.96 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 201.03 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Eye of Winter (8-9 power, 18 apr, cold damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Resists -10% fire On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
Radhadunaldil (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 5 darkness Dmg.mod +7% mind +4% darkness Res.pen +3% mind ----- def ----- Resists +3% mind +5% arcane Dmg.Resnn +5% Phys.save +3 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +0.50 Psi/ret +0.50 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. |
Star Shot (7/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex 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. |
Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 13 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
drakeskin leather belt 'Brenegarain'1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Cun +1 Mag dps ---------- Res.pen +5% acid ----- def ----- Resists +18% fire +9% darkness +11% cold Crit.chn- 5.00% A belt that goes around your waist. |
Emelutta the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Crit.mult +5.00% Mind.pwr +15 (+5 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +6% acid ---------- misc Equi/ret +0.08 Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
The Black Boots (2 def, 1 armour)2.0 T2 feet armor [Unique] Arcane While equipped: Stats +4 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% Stealth +10 ---------- misc ShadowPwr +5 Grants 2.5% movement speed for each point of Shadow Power. "It's a treacherous road to the top of the world." |
voratun gauntlets 'Porolelle' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) S.pwr/crit +10 Dmg.mod +12% arcane Melee Ret 10 blight ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.30 Mana/s.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+1 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +4 Wil +5 Mag dps ---------- Spell.crit +3% Dmg.mod +9% blight +8% arcane Melee Ret 10 vim draining blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Resists +13% mind +5% arcane Spell.save +15 (+5 eff.) Mind.save +16 (+5 eff.) Confus- +28% ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 22 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 18% and all saves by 30, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
8 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 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. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 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. |
13 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. |
12 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 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. |
9 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
6 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. |
8 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 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning 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. |
2 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature 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. |
207 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.(99 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Balancesmasher1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con ----- def ----- Resists +14% blight +18% fire +5% arcane +6% nature HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Boriran1.0 T3 lite [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 56% ----- def ----- Resists +18% acid +3% cold +6% temporal Phys.save +3 (+1 eff.) Max.HP +40.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 189.64 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 189.64 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
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. |
Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 11 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 20% 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
Tarriromitar [power 49] (22 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Str dps ---------- Res.pen +10% physical ----- def ----- Armour +2 Defense +5 (+1 eff.) Spell.save +12 (+4 eff.) ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Swampblow [power 141] (22 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +2 Dex +2 Con dps ---------- Crit.mult +5.00% On Hit (Melee): * 10% chance to slow global speed by 56% ----- def ----- Resists +9% nature ---------- misc Stam/turn +3.00 Setup a psionic shield, reducing all damage taken by 141 for 5 turns Puts all charms on 22 cooldown 100% to heal for 69. Torques are made by powerful psionics to store psionic powers. |
Lavapanic the elven-wood totem of stinging [power 338] (13 cooldown)2.0 T4 totem charm [Rare] Nature While equipped: Stats +4 Cun +5 Mag ----- def ----- Resists +9% fire ---------- misc See.Invis +9 Sting an enemy dealing 345 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Iselralle [power 146] (10 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +3 Cun ---------- misc Mana/s.crit +2.00 Max.vim +30.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 52 lightning damage and will be dazed for 1 turn (263 total damage) Puts all charms on 10 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
piercing ash wand of shielding [power 170] (17 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 273 damage on yourself and all friendly characters within 10 spaces for 5 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 10% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Spidertrencher the dragonbone wand of clairvoyance [power 13] (13 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +10 Resists +9% nature +12% light Reveal the area around you, dispelling darkness (radius 13, power 93 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By Hajj the Halfling Arcane Blade level 32
62nd Dusk 123rd year of Ascendancy at 16:15 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By Hajj the Halfling Arcane Blade level 32
41st Dusk 123rd year of Ascendancy at 21:07 see stats
Can you bear it? So much bearness! (Nightmare (Adventure) difficulty)
Killed Borius in the Bearscape.By Hajj the Halfling Arcane Blade level 21
2nd Allure 123rd year of Ascendancy at 11:23 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By Hajj the Halfling Arcane Blade level 34
54th Haze 123rd year of Ascendancy at 18:11 see stats
Don't Poosh it! (Nightmare (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Hajj the Halfling Arcane Blade level 15
5th Haze 122nd year of Ascendancy at 20:20 see stats
Dragon's Greed (Nightmare (Adventure) difficulty)
Amassed 8000 gold pieces.By Hajj the Halfling Arcane Blade level 36
71st Pyre 124th year of Ascendancy at 07:22 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Hajj the Halfling Arcane Blade level 19
59th Haze 122nd year of Ascendancy at 22:08 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hajj the Halfling Arcane Blade level 28
6th Dusk 123rd year of Ascendancy at 18:58 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Hajj the Halfling Arcane Blade level 27
5th Mirth 123rd year of Ascendancy at 11:57 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hajj the Halfling Arcane Blade level 33
77th Dusk 123rd year of Ascendancy at 10:45 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Hajj the Halfling Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 00:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Hajj the Halfling Arcane Blade level 20
60th Haze 122nd year of Ascendancy at 23:59 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Hajj the Halfling Arcane Blade level 30
35th Dusk 123rd year of Ascendancy at 02:14 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Hajj the Halfling Arcane Blade level 23
16th Regrowth 123rd year of Ascendancy at 00:26 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Hajj the Halfling Arcane Blade level 20
1st Wintertide 123rd year of Ascendancy at 13:54 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By Hajj the Halfling Arcane Blade level 35
44th Regrowth 124th year of Ascendancy at 01:18 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Hajj the Halfling Arcane Blade level 36
70th Pyre 124th year of Ascendancy at 18:13 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Hajj the Halfling Arcane Blade level 10
5th Mirth 122nd year of Ascendancy at 00:40 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hajj the Halfling Arcane Blade level 25
77th Regrowth 123rd year of Ascendancy at 07:06 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Hajj the Halfling Arcane Blade level 13
71st Dusk 122nd year of Ascendancy at 04:58 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Hajj the Halfling Arcane Blade level 25
70th Pyre 123rd year of Ascendancy at 07:07 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Hajj the Halfling Arcane Blade level 16
52nd Haze 122nd year of Ascendancy at 17:12 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Hajj the Halfling Arcane Blade level 31
41st Dusk 123rd year of Ascendancy at 01:23 see stats
Log
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 a previous level here (press '' or right click to use).
Ran for 38 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 2.76 gold from the transmogrification of hardened leather belt of the vagrant.
You gain 7.78 gold from the transmogrification of stralite plate armour of Eyal (0 def, 13 armour).
You gain 4.64 gold from the transmogrification of radiant stralite mail armour (4 def, 8 armour).
You gain 4.84 gold from the transmogrification of timebroken silk robe (0 def, 0 armour).
You gain 15.82 gold from the transmogrification of enhanced reinforced leather sling of enduring.
You gain 15.00 gold from the transmogrification of Trident of the Tides (80-112 power, 20 apr).
You gain 6.86 gold from the transmogrification of greater yew magestaff (20-24 power, 4 apr, cold element).
There is a next level here (press '' or right click to use).
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 86 turns (stop reason: at exit).
There is a Entrance to an underwater cave 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.
The furious lightning storm around Hajj calms down and disappears.





































































































































