








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) Adept Passive Fix 1.7.0Request from Zeyphor on the Discord. Fixes the Adept bug by forcibly recalculating all your talent passives when you learn it. Rod of Dissipation 1.7.0Modifies the Storming the City quest to change its reward item to a Rod of Dissipation, essentially identical in functionality to the original Rune of Dissipation but not requiring an inscription slot Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Autosell Schematics 1.7.4Allows schematics to be transmogrified again. Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
(License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.) Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. Revised Staff Combat 1.7.4Overloads Spell/Staff Combat to make some of it more useful. Now You See Me... 1.7.4Adds the Illusionist and Arcane Trickster subclasses to Tales of Maj'Eyal. Both of these classes rely on subterfuge and deception to survive. Changelog: 1.2 - Renamed Talent "Polarization" to avoid naming conflict 1.1 - Renamed Talent "Abduction" to avoid naming conflict Race: Leprechaun 1.7.4Adds leprechauns as a new race. They are especially lucky and cunning magical halflings. Stat modifiers: -3 Strength, +3 Magic, +3 Cunning, and +10 Luck Racial talent tree: https://github.com/Werekracken/tome-leprechaun Changelog Runed Shields 1.7.4Adds the 'Runed Shield' ego for shields, which grants a chance to cast spells on block. This can only trigger once per turn. Buy Survival category in Last Hope 1.7.4Lets you buy Cunning/Survival at the weapon shops in Last Hope. Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Combat Tinkers for Gloves and Shieids 1.7.0Adds tinker schematics for shields and gloves/gauntlets based on various weapon tinker schematics from the Embers of Rage DLC (required). Currently adds the following schematics:
More tinkers may be added in future versions. Exotic Weapons Highest Stat Only 1.7.0Changes Exotic Weapons Mastery to use the highest of strength or dexterity, since the two weapons that use Exotic only use one stat each. 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.
Naloren Pack 1.7.4Adds two races, one class, a new town, and a new low level dungeon. Completing a quest to explore the new dungeon unlocks purchasable perks in the town. This quest is the starting quest for the added races, but anyone can access an alternate version of the quest with the same rewards. Look toward the coast east of Last Hope to get started. Available perks (cost varies): Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution and Dexterity (or Strength, as usual). Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively. Learn (locked or unlocked) a new Psionic/Mindstar combat talent tree. Similar to Wild-Gift/Mindstar mastery, this tree also has a Psiblades sustain. Once learned, you can also pay to boost mastery (as with Mindstar mastery from Zigur). --- Psionic/Mindstar combat: Psiblades: Mind Thorns: Mind Storm: Psionic Balance: --- Races: The Naloren are elven race with an affinity for water who are adept with mail armor, whips and tridents. They are also known for their bountiful spirit and superb flexibility. Spirit of the Tides: Spirited Combat: Cleansing Water: Whitewater: Stats: + 4 Con, +4 Dex, -1 Cun, -1 Str, -1 Mag, +10 life rating, 10% increased global speed, 15% xp penalty. The Freeks are a tribe of Yeeks who broke free from The Way. They are still strong psionics, but their minds have been irreparably shattered. Talents: Unbound Mind: Partition: Hasty: Schism: Stats: --- Added a new Psionic subclass: the Psion. Talents: Survival Psi-Casting Telekinetic Crush: Deal physical damage and stun. Active Aura damage is added to the attack at 3 times the usual power. Stimulation: Increase Con based on combined Wil and Cun. Guiding Star: Puncture: Psionic Striking Kinetic Blast: Deal physical damage and pin. Frozen targets take extra damage and both hits bypass the ice block. Thermal Blast: Deal fire damage and cold damage and freeze. If target is pinned, pull in nearby enemies and freeze them to the ground for a few turns. Charged Blast: Psi Weaving: Altered Talents Quick as Thought: Mindhook: Resonant Focus: Frenzied Focus: Transcendent Telekinesis: Transcendent Electrokinesis: Static Net: Transcendent Pyrokinesis: --- Full details in the forum: http://forums.te4.org/viewtopic.php?f=50&t=45418&p=208951#p208951. Race: Doomling 1.7.0This addon requires the Ashes of Urh'Rok DLC to function. Adds the race of Doomlings, demon-corrupted halflings, wielding destructive corrupted versions of the original halfling talents. Doomlings begin in the Searing Halls, and thus can get kidnapped by demons at high level. Racial Abilities
Mindstar Tuning 1.7.0Modifies the Attune Mindstar talent to allow individual control over the nature-vs.-mind attument of your mainhand and offhand wielded mindstars. Also adds a status indicator in the buffs display showing the attunement of your wielded mindstars. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Shorter East 1.7.4Based on "Shorter Dungeons Redux", this simply removes 1 floor from Rak'shor and Grushnak prides, 2 floors from Gorbat and Vor, and 5 floors from Highpeak, without changing the exp gains or anything else. Werewolves of Maj'Eyal 1.7.6Adds 5 werewolf races to the game! Copying and pasting the gist of the racial details from the forum post into here for easy visibility. Fullmoon Gibbous Halfmoon Crescent Newmoon Naloren pack no NPC psions 1.7.0Prevents the psion class from nsrr's Naloren pack from spawning on enemies (on my last characters half of all rares that were a threat to me were psions) Quick Combos 1.7.4Lets you link together instant talents so that you can use them with one button press. Arcanum Class Pack 1.7.3Primary Features: Arcanist Features: Elementist Features: Enchanter Features: Archmage Features: Alchemist Features: Gnomes 1.7.2Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council. Garden Gnomes have nature skills, but are not necessarily antimagic. https://github.com/Werekracken/tome-gnomes All gnomes get: -- Generic Trees: These trees add a huge amount of survivability. -- Generic Trees: -- Generic Trees: -- Generic trees: -- Stat modifiers: +4 Cunning Generic Trees: They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route. -- Stat modifiers: +2 Cunning, +2 Strength Generic Trees: -- Class Trees: Generic Trees: All skill trees are are locked and have x1.00 multiplier (instead of x1.30). --Starting points --Level up points But wait, there's more! In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots. Additionally for tinker gnomes: -- A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon. The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of cunning and tools. I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug). -- 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:
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: Smarter Rest 1.7.6æșèœäŒæŻïŒ Rest becomes smarter: Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escort Rescheduling 1.7.0Slightly adjust the random level selection for escort quests to avoid levels with zone bosses. Items Vault 1.7.6Donators/Buyers bonus! Barbarian Evolution for Berserker 1.7.6Adds a new class evolution for Berserker, the Barbarian. As a Barbarian, the Berserker loses the ability to equip body armor, but gains the ability to wield a two-handed weapon in their off-hand. Additionally, they will unlock Technique/Duelist and Technique/Dual Weapons at 1.0 mastery. Finally, each turn the Barbian attacks a foe, they will automatically eneter a blocking stance to deflect damage with their weapons, potentially setting up deadly counter-strikes. Vor'tep 1.6.7Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Necro Escort 1.7.2Adds a necromancer escort. Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Gunsnixed 1.7.0Prevents Gunsnake from the Embers of Rage DLC from spawning. Tinker Cave Blacksmith 1.7.0Modifies the Ancient Automatated Teacher from the Embers of Rage DLC (required), adding options for the player to purchase the Steamtech/Blacksmith and Steamtech/Engineering talent trees. A companion piece to Tinker Cave for Everyone; they can be used together or separately. Golem Can Pass 1.6.0Fixes an apparent bug in game releases 1.6.0 thru 1.7.6, restoring the ability of Alchemist golems (and other NPCs) to displace and push past non-hostile NPCs. Also available as part of the Bugnibus Bugfix Pack. [NOTE: We anticipate/hope that the relevant bug will be fixed in a future game release, at which time this addon will be officially deprecated.] Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Anteroom at lvl 25 1.7.4All this addon does is make Anteroom of Agony not abduct you before lvl 25. Playable Wight Race 1.7.4Adds High Wights as a playable race: tough, psionic undead who arise naturally yet stand outside the natural order. Also adds Forest Wights as a playable race: undead with a connection to fire, light, and nature. Models by Rexorcorum. 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 Tinker Cave for Everyone 1.7.0Places the entrance to the tinker cave from the Embers of Rage DLC (required) on the world map for all characters in the Age of Ascendancy campaign, without requiring that the character be playing a Tinker class or rescue a tinker escort. Nekarcos's Quality of Life 07: Visible Size Categories 1.5.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Newmoon |
| Class | Arcane Trickster |
| Level / Exp | 21 / 41% |
| Size | medium |
| Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
| Strength | 11 (base 10) |
| Dexterity | 43 (base 30) |
| Constitution | 17 (base 10) |
| Magic | 45 (base 41) |
| Willpower | 19 (base 10) |
| Cunning | 45 (base 35) |
Resources
| Life | 481/481 |
| Mana | 205/205 |
| Stamina | 172/172 |
| Healing Factor | 1.062941519274 |
| Regeneration | 2.3916184183666 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 18 |
| Infravision | 8 |
| See Stealth | 35.981969560783 |
| See Invisible | 35.981969560783 |
| Stealth | 16 |
Offense: Mainhand
| Damage | 71 |
| Accuracy | 49 |
| Crit Chance | 27% |
| APR | 19 |
| Speed | 0.91 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 49 |
| Crit Chance | 22% |
| APR | 12 |
| Speed | 0.73 |
Offense: Spell
| Spellpower | 35 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +23% |
| Light | +20% |
| Temporal | +16% |
| Blight | +17% |
| Nature | +37% |
| All | +5% |
Offense: Damage Penetration
| Blight | +15% |
| Darkness | +10% |
| Physical | +7% |
Defense: Base
| Armour (hardiness) | 18 (53.594633868923%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 21 |
| Mental Save | 29 |
Defense: Resistances
| Nature | + 27%( 70%) |
| Darkness | + 34%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 19%( 70%) |
| Blight | + 23%( 70%) |
| Physical | + 16%( 70%) |
| Bleed | + 14%( 70%) |
| All | + 9%( 70%) |
Defense: Immunities
| Silence Resistance | 20% |
| Bleed Resistance | 23% |
| Confusion Resistance | 37% |
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
| Poison Resistance | 20% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 create a protective shield absorbing and reflecting at most 325 damage for 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 145 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 21 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 12 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 982% for 10 turns (76 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Poisons | 1.20 |
| 3/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Spell / Obscura | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Arcane tricks | 1.30 |
| 4/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cunning / Skulk | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Images | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Phantasm | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Newmoon Werewolf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Lethality | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Effects
| talent | Apply Poison |
| talent | Phantasmal Shield |
| talent | Numbing Poison |
| talent | Leeching Poison |
| talent | Chant of Fortress |
| talent | Shadow Draw |
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 grave | active |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Trollmire. Escort: lost warrior (level 1 of Trollmire)As a reward you improved talent Vitality (+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 improved Constitution 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
Something is afflicting the sea life in the Abyssal Caves, the only source of reagents needed for the rituals which allow the Naloren people to continue living under the sea. Rumbles from the AbyssIf the disturbance cannot be eliminated, the Naloren may be forced to the surface and laid at the mercy of the land-dwellers. Head to the northern wall of New Shellsea and then east to the caves to investigate. * You have eliminated the threat in the caves, saving the Naloren. * The owner of the Seaforge may now be able to offer you some special services. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | 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, which can be used to permanently increase your dexterity and cunning by three. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Stire of Derth in creating an elixir of precision. Agrimley the hermit needs your help making an elixir of focus, which can be used to grant you two additional class talent points. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed chunk of ghoul flesh. * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations, which can be used to grant you two additional generic talent points. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * '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.' * You've found the needed skeleton mage skull. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of hardened leather boots of repreive (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: ----- def ----- Armour +3 Fatigue -4% Silence- +20% Confus- +27% Stun/Frz- +23% ---------- misc Stam/turn +2.00 Second Wind: (Instant) Puts all charms on 50 cooldown Level 1.0 Pwr.cost 50 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 21 stamina. The stamina recovery improves with your Strength and Willpower. A pair of boots made of leather. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 78, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 232.47 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | iron helm 'Duathelransom' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +12% nature Melee Ret 2 darkness 2 temporal On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | Glawyn the Windvein (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 10 blight Dmg.mod +6% blight Melee Ret 2 mind On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +2 Resists +7% blight +3% physical Crit.chn- 10.00% Max.HP +20.00 Confus- +10% Knockbk- +20% 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. |
| Tool | extending steel torque of mindblast [power 160] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 168 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's steel ring of the sanguine0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Resists +6% bleed HP.reg +2.00 Cut- +23% Rings make your fingers look great! |
| On fingers | copper citrine ring0.1 T1 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) Ranged+ 5 molten rock Dmg.mod +11% temporal +3% darkness +5% all Melee Ret 6 light On Hit (Melee): * 6 arcane resource burn ----- def ----- Resists +11% temporal Mind.save +6 (+3 eff.) ---------- misc Light +7 Infravis +4 Rings make your fingers look great! |
| Around neck | copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
| In main hand | Curewar the dwarven-steel dagger (24-31 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master Power 24.5 - 31.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +4 nature While equipped: Stats +3 Dex dps ---------- Phys.spd +10% Dmg.mod +6% blight Res.pen +15% blight +7% physical Acc +20 (+7 eff.) Apr +8 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 Sharp, short and deadly. |
| Around waist | Slippery Belt Slippery Belt1.0 T1 belt armor [Unique] Nature/Unknown While equipped: Stats +8 Cun +8 Wil dps ---------- Dmg.mod +10% nature ----- def ----- Resists +20% nature ---------- misc Equi/turn -0.50 On Mind Hit: 15% Slime Spit 1 It took quite a bit more effort to lash the tentacles into a belt than expected. It pulses with horrific energy. |
| In off hand | Star (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
| Cloak | Falineg (1 def, 2 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +1 Wil dps ---------- Phys.pwr +30 (+10 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +9% blight A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant woollen robe of protection (3 def, 3 armour)2.0 T2 cloth armor [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +10% nature ----- def ----- Armour +3 Defense +3 (+1 eff.) Resists +9% all Phys.save +15 (+8 eff.) Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the duelist (heal 206; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 206 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune (absorb 23; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 23 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 |
copper amulet of mastery (0.10 Cunning / Survival)0.1 T1 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.10 Cunning/Survival Amulets make your neck look great! |
stabilizing copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% temporal Pinning- +21% Knockbk- +20% Amulets make your neck look great! |
warrior's copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Shimmerpierce0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +1 Str +2 Dex +4 Mag dps ---------- Dmg.mod +9% mind Res.pen +5% mind ----- def ----- Resists +3% lightning +7% temporal +7% mind ---------- misc Psi/m.crit +3.00 Max.psi +6.00 Amulets make your neck look great! |
restful steel amulet0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
steel amulet 'Bleakgrit'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Melee Ret 4 darkness On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +12% lightning +6% fire +9% light Phys.save +8 (+4 eff.) Max.HP +41.00 HP.reg +3.00 Amulets make your neck look great! |
hexstone gold amulet of magic (+3)0.1 T3 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +7% blight +7% fire ---------- misc Vim/s.crit +2.00 Max.vim +6.00 Amulets make your neck look great! |
copper ring of arcana (+0.12/turn)0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +21% ---------- misc Mana/turn +0.12 Rings make your fingers look great! |
marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) Rings make your fingers look great! |
psionicist's copper ring of light (+20%)0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's steel ring of power0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of corrosion (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings make your fingers look great! |
warrior's steel ring of the sanguine0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Resists +6% bleed HP.reg +2.00 Cut- +22% Rings make your fingers look great! |
wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Max.HP +23.00 Disarm- +20% Pinning- +23% Knockbk- +26% Rings make your fingers look great! |
scoundrel's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +4 Str dps ---------- Phys.pwr +7 (+3 eff.) Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
electrified iron dagger of massacre (16-20 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 16.0 - 20.8 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Haywire, causing 95 Lightning damage over 5 turns and giving them a 14% chance to fail using talents. While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +5% lightning Sharp, short and deadly. |
serrated steel dagger of massacre (18-24 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 18.5 - 24.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 25% chance to afflict the target with Bleed, causing 162 Physical damage over 5 turns. While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +8% physical Sharp, short and deadly. |
electrified dwarven-steel dagger of phasing (19-24 power, 15 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Psionic Power 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +6.0% Atk.spd 100% Phasing +12% On Hit: * 25% chance to afflict the target with Haywire, causing 95 Lightning damage over 5 turns and giving them a 14% chance to fail using talents. While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Dmg.mod +7% lightning Sharp, short and deadly. |
rough leather belt of burglary1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Stealth +5 ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
Nuromikan the Glintpiety (12 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Dex +3 Con dps ---------- Mov.spd +12% Dmg.mod +9% light Res.pen +15% blight ----- def ----- Defense +12 (+4 eff.) Fatigue -7% Resists +3% physical HP.reg +4.00 Def/telep +15 Res/telep +15% Dur/telep +15% 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 of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Belivena the Glinthunt (25 def, 5 armour)2.0 T5 feet armor [Random Unique] Master While equipped: Stats +6 Dex dps ---------- Dmg.mod +3% light Melee Ret 2 lightning ----- def ----- Armour +5 Defense +25 (+8 eff.) Resists +15% light Pinning- +19% Stun/Frz- +15% Knockbk- +13% Blinding Speed: (Instant) Puts all charms on 33 cooldown Level 1.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 14% for 5 turns. A pair of boots made of leather. |
Venomcut the pair of dwarven-steel boots (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% nature +3% mind Apr +2 On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +8 Fatigue +3% Resists +2% physical ---------- misc Psi/ret +0.04 Max.stam +30.00 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.70 Max.stam +12.00 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. |
defiled hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 4 blight 4 physical Dmg.mod +2% blight +3% physical ----- def ----- Armour +2 Phys.save +5 (+3 eff.) 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. |
Emeda the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Dmg.mod +12% mind +10% physical ----- def ----- Defense +1 (+0 eff.) Resists +9% lightning +10% physical +5% arcane Max.HP +40.00 A pointy cloth hat, very wizardly... |
Blackwither the iron helm (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% mind +9% light +18% darkness Melee Ret 2 darkness ----- def ----- Armour +5 Fatigue +5% Resists +3% light ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Glorumille the Dawnbliss (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Mag +8 Wil +3 Cun dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% light ----- def ----- Armour +3 Fatigue +5% ---------- misc See.Invis +6 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Layasethra the Freezeusher (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +10 Wil ----- def ----- Armour +4 Fatigue +4% Resists +17% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
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. |
8 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. |
7 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. |
11 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
115 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. |
Emoma2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Dex +1 Mag +4 Cun dps ---------- Res.pen +5% physical Apr +2 Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- 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 37 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
steel torque of psionic shield [power 43] (21 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of healing [power 170] (13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 170 Puts all charms on 13 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged ash wand of shielding [power 224] (19 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 224 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Salyldawyn [power 230] (13 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +4 Str +1 Dex dps ---------- Dmg.mod +9% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 48 lightning damage and will be dazed for 1 turn (241 total damage) Puts all charms on 13 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to heal for 69. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing yew wand of conjuration [power 230] (13 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 241 cold damage Puts all charms on 13 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Loki the Newmoon Arcane Trickster level 12
43rd Dusk 122nd year of Ascendancy at 13:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Loki the Newmoon Arcane Trickster level 18
18th Haze 122nd year of Ascendancy at 08:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Loki the Newmoon Arcane Trickster level 10
29th Dusk 122nd year of Ascendancy at 07:10 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Loki the Newmoon Arcane Trickster level 20
26th Haze 122nd year of Ascendancy at 03:36 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Loki the Newmoon Arcane Trickster level 19
23rd Haze 122nd year of Ascendancy at 08:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Loki the Newmoon Arcane Trickster level 12
32nd Dusk 122nd year of Ascendancy at 01:15 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Loki the Newmoon Arcane Trickster level 7
18th Dusk 122nd year of Ascendancy at 02:24 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Loki the Newmoon Arcane Trickster level 20
43rd Haze 122nd year of Ascendancy at 05:11 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Loki the Newmoon Arcane Trickster level 20
28th Haze 122nd year of Ascendancy at 06:44 see stats
Log
You gain 1.50 gold from the transmogrification of steel mail armour of lightning resistance (2 def, 6 armour).
You gain 10.33 gold from the transmogrification of rejuvenating cured leather armour of Toknor (6 def, 4 armour).
You gain 1.57 gold from the transmogrification of spellwoven cashmere robe of protection (4 def, 2 armour).
You gain 2.02 gold from the transmogrification of deadly pouch of steel shots of daylight (19/19, 24-29 power, 2 apr).
You gain 13.23 gold from the transmogrification of Bokugar the Snowrend (18/18, 19-26 power, 7 apr).
You gain 11.92 gold from the transmogrification of Aerada the cured leather sling.
You gain 3.50 gold from the transmogrification of steel waraxe of shearing (12-17 power, 3 apr).
You gain 10.55 gold from the transmogrification of enhanced steel waraxe of enduring (15-21 power, 3 apr).
You gain 5.27 gold from the transmogrification of warbringer's steel mace of erosion (13-18 power, 3 apr).
You gain 1.73 gold from the transmogrification of time-lost dwarven-steel longsword (24-33 power, 4 apr).
You gain 7.58 gold from the transmogrification of warbringer's steel greatsword of daylight (20-32 power, 2 apr).
You gain 7.83 gold from the transmogrification of warbringer's dwarven-steel greatmaul of daylight (43-65 power, 2 apr).
You gain 6.84 gold from the transmogrification of lifebinding yew magestaff of illumination (27-32 power, 4 apr, arcane element).
You gain 4.68 gold from the transmogrification of cruel yew magestaff of paradox (27-32 power, 4 apr, lightning element).
You gain 3.64 gold from the transmogrification of heroism infusion (die at -164; dur 7; cd 35).
There is a Golem Graveyard 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.
Saving game...
Saving done.
Today is the 7th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Today is the 8th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:18.
Today is the 9th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:33.
Today is the 10th Decay of the 122nd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.
Today is the 1st Wintertide of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:15.
There is a Passageway into the Daikara here (press '' or right click to use).
Ran for 3 turns (stop reason: interesting terrain).



















































































