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| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 29 / 37% |
| Size | big |
| Lifes / Deaths | Killed by Bandit Leader Bethemina at level 17 on the 39th Dusk 122nd year of Ascendancy at 06:07 0 / 9Killed by Saliwe the devourer at level 23 on the 2nd Haze 122nd year of Ascendancy at 14:50 Killed by armoured skeleton warrior at level 23 on the 3rd Haze 122nd year of Ascendancy at 08:40 Killed by Celia at level 23 on the 3rd Haze 122nd year of Ascendancy at 12:06 Killed by Urkis, the High Tempest at level 24 on the 17th Haze 122nd year of Ascendancy at 22:27 Killed by armoured skeleton warrior at level 26 on the 16th Regrowth 123rd year of Ascendancy at 09:35 Killed by Sleeping Bethabeth at level 28 on the 75th Regrowth 123rd year of Ascendancy at 08:45 Killed by orc high pyromancer at level 29 on the 78th Regrowth 123rd year of Ascendancy at 17:46 Killed by Hedon at level 29 on the 78th Regrowth 123rd year of Ascendancy at 21:04 |
Primary Stats
| Strength | 30 (base 10) |
| Dexterity | 25 (base 25) |
| Constitution | 26 (base 10) |
| Magic | 92 (base 60) |
| Willpower | 73 (base 37) |
| Cunning | 38 (base 17) |
Resources
| Life | 312/312 |
| Mana | 376/631 |
| Soul | 7/14 |
| Healing Factor | 1.2316586254955 |
| Regeneration | 2.7712319073649 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 34.641450861482 |
| See Invisible | 37.641450861482 |
| ESP Range | 10 |
| ESP Kinds | undead, animal/canine |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 28 |
| Crit Chance | 14% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 60 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Mind
| Mindpower | 43 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +34% |
| Arcane | +8% |
| Cold | +63% |
| All | 0% |
| Lightning | +35% |
| Temporal | +8% |
| Physical | +5% |
| Fire | +12% |
| Darkness | +8% |
Offense: Damage Penetration
| Physical | +15% |
| Darkness | +10% |
| Lightning | +25% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 4 (44.574340358689%) |
| Defense | 38 |
| Ranged Defense | 38 |
| Fatigue | 0 |
| Physical Save | 28 |
| Spell Save | 55 |
| Mental Save | 46 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 19%( 70%) |
| Physical | + 15%( 70%) |
| Cold | + 70%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 56%( 70%) |
| Temporal | + 36%( 70%) |
| Lightning | + 26%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 44%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Bleed Resistance | 100% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Instadeath Resistance | 100% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 107 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
| 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 560 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Master necromancer | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Spell / Staff combat | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Undead / Lich | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 3 of Dreadfell. Escort: injured seer (level 3 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you gained talent category Corruption / Curses (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the repented thief from death by Beluba the ghast. Escort: repented thief (level 5 of Dreadfell) | failed |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | 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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 52. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * You've found the needed bloated horror heart. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You 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 needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed naga tongue. * You've found the needed vampire lord fang. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Nytodir the Blazewar2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Resists +6% lightning +3% temporal +6% darkness Mind.save +6 (+2 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +8 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. |
| On head | Decayed Visage (10 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Master While equipped: Stats +5 Wil +4 Mag dps ---------- Spell.crit +2% Dmg.mod +9% blight +8% arcane Acc +15 (+8 eff.) Melee Ret 10 vim draining blight ----- def ----- Defense +10 (+4 eff.) Resists +8% cold +7% fire +1% physical ---------- misc Max.stam +30.00 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 14% and all saves by 24, 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. |
| Tool | soothing yew wand of shielding [power 272] (17 cooldown)2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 272 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 56. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Galegasher0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Str +6 Wil +5 Cun +5 Con dps ---------- Phys.pwr +7 (+2 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +12% lightning +14% cold ----- def ----- Resists +3% darkness +28% cold Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 28.26 cold and 18.21 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
| Around waist | Veleba the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +9 (+3 eff.) Res.pen +15% physical ----- def ----- Resists +15% nature +12% darkness Phys.save +8 (+4 eff.) ---------- misc Max.psi +10.00 Size +1 A belt that goes around your waist. |
| In main hand | elven-wood vilestaff 'Skysmasher' (25-30 power, 5 apr, blight element)5.0 T4 staff 2H weapon [Rare] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +13.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight +9% lightning ----- def ----- Resists +15% cold +3% mind +15% temporal Spell.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Cun, 40% Str, 20% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | stormwoven cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +8% lightning +5% physical +13% cold ----- def ----- Resists +8% lightning +7% cold +6% blight +11% all Max.HP +49.00 HP.reg +2.00 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Deleruildil the Dimquench (10 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +25% lightning On Hit (Melee): * 20 arcane resource burn * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +10 (+4 eff.) Resists +15% fire Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xith0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +5% Mind.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +6% acid +6% fire +6% cold +6% lightning Melee Ret 6 mind ----- def ----- Resists +6% acid ---------- misc Equi/ret +0.20 Max.hate +10.00 Amulets make your neck look great! |
Inventory
movement infusion of the sneak (speed 543%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 543% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; mental, physical; dur 3; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 36%; magical; dur 2; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 36% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 17; cd 10)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. 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 |
shielding rune (absorb 108; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 108 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 17; blocks 3; dur 4; 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 17 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
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... |
Tarrerach the Thunderraze0.1 T5 amulet jewelry [Rare] Master While equipped: Stats +4 Con dps ---------- Phys.crit +2.0% Acc +10 (+5 eff.) ----- def ----- Resists +9% lightning Phys.save +6 (+3 eff.) ---------- misc Max.stam +30.00 Masteries +0.34 Spell/Animus +0.34 Spell/Nightfall Amulets make your neck look great! |
savage's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Master While equipped: Stats +1 Con dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +7 (+3 eff.) Spell.save +11 (+3 eff.) Disease- +15% ---------- misc Max.stam +10.00 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! It was changed by the digestive sack. |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +10% Disease- +11% Rings make your fingers look great! |
solipsist's steel ring of life0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Max.HP +42.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
conjurer's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +10 (+3 eff.) Acc +9 (+5 eff.) Apr +7 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +9 (+5 eff.) Apr +9 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+2 eff.) Acc +11 (+6 eff.) Apr +7 ----- def ----- Defense +9 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Flareclash (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +6 (+2 eff.) Dmg.mod +18% fire +15% cold Res.pen +10% mind +15% fire ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's ash vilestaff of fate (15-18 power, 3 apr, blight element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +6% Spell.pwr +12 (+3 eff.) Melee+ 22 arcane Dmg.mod +15% blight ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Max.mana +31.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magelord's yew vilestaff of wizardry (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +1 Wil dps ---------- Phys.crit +8.0% Spell.crit +3% Spell.pwr +18 (+5 eff.) Melee+ 16 arcane Dmg.mod +20% darkness ---------- misc Max.mana +107.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff 'Isada' (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +15.00% Spell.pwr +9 (+3 eff.) Dmg.mod +6% temporal +20% fire Res.pen +25% blight +15% temporal +25% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of wizardry (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+4 eff.) Dmg.mod +20% blight ---------- misc Max.mana +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Cuthyhell the elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 2H weapon [Rare] Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +6 Wil dps ---------- Spell.crit +4% Mind.crit +4% Spell.pwr +12 (+3 eff.) Mind.pwr +15 (+5 eff.) Dmg.mod +25% arcane Res.pen +20% mind Melee Ret 4 mind ----- def ----- Defense +8 (+3 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 116.04 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff 'Prismwyrd' (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +14.00% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning +15% mind +15% acid Res.pen +15% light ----- def ----- Resists +12% acid ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone vilestaff 'Glacierwinnow' (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Cun dps ---------- Spell.crit +20% Crit.mult +13.00% Spell.pwr +15 (+4 eff.) Dmg.mod +12% cold +30% fire Melee Ret 4 cold ---------- misc Infravis +2 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
slime-covered dwarven-steel battleaxe of erosion (30-45 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Nature/Disrupt Power 30.0 - 45.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 nature On Hit: * 9% chance to slow global speed by 54% Massive two-handed battleaxes. |
Todunadin (38-62 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Arcane Power 38.5 - 61.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +21 cold While equipped: dps ---------- Dmg.mod +27% arcane On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +5% arcane +15% temporal Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
thought-forged dwarven-steel greatsword of daylight (36-57 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Psionic Power 35.5 - 56.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 light +10 mind Against +14% Undead On Hit: * 21% chance to reduce all saves and defense by 27 While equipped: Stats +5 Cun +5 Wil Massive two-handed swords. |
blue-steel trident of evisceration (20-32 power, 8 apr)3.0 T2 trident 2H weapon [Ego+] Master Power 20.0 - 32.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% On Crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +9 (+3 eff.) A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Glorima the Thunderpeal (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Dmg.mod +9% lightning +12% arcane +18% acid Res.pen +25% acid Melee Ret 4 arcane One-handed war axes. |
thorny mindstar of frost (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Melee+ 12 cold Dmg.mod +7% cold Res.pen +9% cold ----- def ----- Armour +13 Resists +5% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mighty hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +1 Str +5 Wil +7 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +53.00 Slings are used to hurl stones or metal shots at your foes. |
acidic quiver of yew arrows (25/25, 36-51 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane Power 36.5 - 51.1 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 25 On Crit: * Splash the target with acid dealing 167 damage over 5 turns and reducing armor and accuracy by 21 Arrows are used with bows to pierce your foes to death. |
tundral quiver of elven-wood arrows of erosion (23/23, 41-57 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Ego] Nature Power 41.0 - 57.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 23 Ranged+ +11 nature +21 cold On Crit.r2 +14 cold Arrows are used with bows to pierce your foes to death. |
linen robe 'Tidewolf' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Psionic While equipped: Stats +4 Str +2 Dex +1 Mag dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +3% cold +7% all Mind.save +15 (+5 eff.) ---------- misc Light +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. This object's appearance was changed to The Untouchable. |
fortifying dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +30.00 A suit of armour made of mail. |
noble's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% blight D.Red.from +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
enveloping linen cloak of the voidstalker (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +10% darkness +11% temporal Phys.save +6 (+3 eff.) Def/telep +10 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
spellcowled cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +3 Str +3 Mag +1 Wil +2 Con ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+2 eff.) ---------- misc Max.mana +46.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Con dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Armour +3 Rush: Puts all charms on 22 cooldown Level 2.0 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
brawler's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Dex +2 Cun ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +9 Crit +15.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
spellstreaming voratun gauntlets of dexterity (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Dex dps ---------- Spell.crit +3% Spell.pwr +8 (+2 eff.) Acc +17 (+9 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Mana/turn +0.29 Unarmed combat: Power 29.0 - 40.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +10 Apr +15 Crit +17.0% Atk.spd 83% Melee+ +6 arcane On Hit: 10% Elemental Bolt 5 Metal gloves protecting the hands up to the middle of the lower arm. |
aegis linen wizard hat of the Brotherhood (1 def, 0 armour)2.0 T1 head armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Con dps ---------- Dmg.mod +6% arcane ----- def ----- Defense +1 (+0 eff.) Shield.pwr +6% HP.reg +1.90 Arcane Eye: (Instant) Puts all charms on 9 cooldown Level 5.0 Pwr.cost 9 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Pitchhunter the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +8% Mind.pwr +30 (+10 eff.) Dmg.mod +9% mind Res.pen +25% darkness ----- def ----- Defense +3 (+1 eff.) ---------- misc Psi/turn +0.27 A pointy cloth hat, very wizardly... |
Fogwing (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% cold Acc +20 (+10 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Defense +3 (+1 eff.) Resists +12% fire +12% darkness +22% cold A pointy cloth hat, very wizardly... |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+5 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 22 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 73.74 fire and 69.13 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 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. |
4 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 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. |
2 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. |
3 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. |
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. |
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. |
Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 73 power out of 85/85 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 8 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 179.74 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
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. |
steel torque of mindblast [power 170] (13 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 170 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful dwarven-steel torque of clear mind [power 2] (22 cooldown)2.0 T3 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
evasive ash totem of healing [power 194] (13 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 13 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Hedon the Cornac Necromancer level 26
4th Allure 123rd year of Ascendancy at 17:28 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Hedon the Cornac Necromancer level 25
56th Haze 122nd year of Ascendancy at 23:36 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Hedon the Cornac Necromancer level 23
5th Haze 122nd year of Ascendancy at 18:17 see stats
Earth Master
Killed Harkor'Zun.By Hedon the Cornac Necromancer level 21
69th Dusk 122nd year of Ascendancy at 19:06 see stats
Exterminator
Killed 1000 creatures.By Hedon the Cornac Necromancer level 19
45th Dusk 122nd year of Ascendancy at 06:17 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Hedon the Cornac Necromancer level 24
19th Haze 122nd year of Ascendancy at 02:54 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Hedon the Cornac Necromancer level 19
45th Dusk 122nd year of Ascendancy at 18:59 see stats
Level 10
Got a character to level 10.By Hedon the Cornac Necromancer level 10
8th Flare 122nd year of Ascendancy at 03:30 see stats
Level 20
Got a character to level 20.By Hedon the Cornac Necromancer level 20
56th Dusk 122nd year of Ascendancy at 13:13 see stats
Lichform
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Hedon the Lich Necromancer level 28
75th Regrowth 123rd year of Ascendancy at 08:45 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Hedon the Cornac Necromancer level 26
6th Decay 122nd year of Ascendancy at 13:59 see stats
Shasshhiy'Kaish
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Hedon the Cornac Necromancer level 21
70th Dusk 122nd year of Ascendancy at 11:33 see stats
Size matters
Did over 600 damage in one attack.By Hedon the Cornac Necromancer level 21
69th Dusk 122nd year of Ascendancy at 09:15 see stats
That was close
Killed your target while having only 1 life left.By Hedon the Cornac Necromancer level 7
1st Mirth 122nd year of Ascendancy at 00:23 see stats
The Arena
Unlocked Arena mode.By Hedon the Cornac Necromancer level 7
78th Pyre 122nd year of Ascendancy at 22:47 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Hedon the Cornac Necromancer level 26
6th Allure 123rd year of Ascendancy at 02:31 see stats
The secret city
Discovered the truth about mages.By Hedon the Cornac Necromancer level 9
1st Summertide 122nd year of Ascendancy at 11:44 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Hedon the Cornac Necromancer level 26
5th Allure 123rd year of Ascendancy at 09:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Hedon the Cornac Necromancer level 18
42nd Dusk 122nd year of Ascendancy at 08:22 see stats
Log
Hedon misses Anaconda.
Skeleton mage casts Manathrust.
Skeleton mage's spell attains critical power!
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Lord of Skulls (warrior) for 0 arcane damage.
Skeleton mage hits Armoured skeleton warrior for 0 arcane damage.
Skeleton mage hits Anaconda for 386 arcane damage.
Skeleton mage hits Hedon for 0 arcane damage.
Skeleton mage hits Ghoul for 0 arcane damage.
Armoured skeleton warrior is no longer out of phase.
Lord of Skulls (warrior) is no longer out of phase.
Armoured skeleton warrior is no longer out of phase.
Talent Black Ice is ready to use.
Talent Invoke Darkness is ready to use.
Spikes of Decrepitude hits Anaconda for 31 cold, 18 darkness (49 total damage).
Anaconda misses Hedon.
Hedon misses Anaconda.
Spikes of Decrepitude hits Anaconda for 26 cold, 15 darkness (41 total damage).
Anaconda misses Hedon.
Hedon casts Black Ice.
Darkness pulsates around Hedon!
Hedon hits Anaconda for 70 cold, 429 cold (499 total damage).
Hedon killed Anaconda!
Your summoned ghoul disappears.
The protective shield of Hedon disappears.
You pickup 0.85 gold pieces.
Hedon the level 29 lich necromancer failed to complete the lich ressurection ritual on level 5 of Dreadfell.








































































































































