










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Modified Item Descriptions 1.7.6这是基于 Cleaner Item Descriptions 制作的插件,为中文玩家进行了汉化。 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[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.] Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Necromancer |
| Level / Exp | 28 / 57% |
| Size | huge |
| Lifes / Deaths | Killed by orc high pyromancer at level 28 on the 8th Pyre 123rd year of Ascendancy at 14:31 / 1 |
Primary Stats
| Strength | 29 (base 10) |
| Dexterity | 45 (base 39) |
| Constitution | 51 (base 23) |
| Magic | 92 (base 60) |
| Willpower | 21 (base 13) |
| Cunning | 19 (base 11) |
Resources
| Life | -473/540 |
| Mana | 304/364 |
| Soul | 8/12 |
| Healing Factor | 1.5240316950179 |
| Regeneration | 7.6963600598404 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 20.783939787388 |
| See Invisible | 32.783939787388 |
Offense: Mainhand
| Damage | 37 |
| Accuracy | 32 |
| Crit Chance | 6% |
| APR | 3 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 62 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Light | +3% |
| Blight | +15% |
| Arcane | +3% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Physical | +5% |
| Acid | +25% |
| Light | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 2 (51.69962066283%) |
| Defense | 39 |
| Ranged Defense | 39 |
| Fatigue | 0 |
| Physical Save | 41 |
| Spell Save | 47 |
| Mental Save | 43 |
Defense: Resistances
| Blight | + 34%( 70%) |
| Physical | + 31%( 70%) |
| Cold | + 49%( 70%) |
| All | + 29%( 70%) |
| Lightning | + 33%( 70%) |
| Light | + 35%( 70%) |
| Temporal | + 33%( 70%) |
| Mind | + 38%( 70%) |
| Darkness | + 44%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 0% |
| Confusion Resistance | 10% |
| Teleport Resistance | 20% |
| Instadeath Resistance | 100% |
| Poison Resistance | 10% |
| Pinning Resistance | 0% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 787% 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 Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 281 then cleanse 1 wound, poison, and disease effect. 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 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Grave | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master necromancer | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You failed to protect the lone alchemist from death by skeleton magus. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by skeleton magus. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the worried loremaster from death by Saluvea the degenerated skeleton warrior. Escort: worried loremaster (level 1 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: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of luminous horror dust. You have aided Marus of Elvala in creating an elixir of mysticism. 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. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed vial of greater demon bile. * You've found the needed honey tree root. | 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 within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | wanderer's pair of rough leather boots of phasing (0 def, 1 armour)T1Ego++ feet /armor (2.0 Encumbrance) Arcane Power/Masterpiece Keywords: phasing/wanderer While equipped: Stats +3Mag +3Wil +2Cun +1Con defense ------ Armor +1 Physical save +11 (+3 eff.) Mind save +13 (+5 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown A pair of boots made of leather. |
| Light source | brass lantern 'Sleetire'T1Rare lite (2.0 Encumbrance) Nature Power Keywords: survivor While equipped: Stats +1Dex +2Mag offense ------ When Hit 6 cold defense ------ Physical save +5 (+1 eff.) Healmod +11% other ------- Light +3 See Invisibility +12 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 | Eclipsequeen the linen wizard hat (1 def, 0 armour)T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: grounding While equipped: offense ------ Damage Change +3% darkness Ignore resists +10% light defense ------ Defense +1 (+0 eff.) Resistance +5% lightning +6% temporal +3% light +9% darkness A pointy cloth hat, very wizardly... |
| Tool | overpowered iron torque of clear mind [power 2] (34 cooldown)T1Ego torque /charm (2.0 Encumbrance) Psionic Power Keywords: clearmind/overpower Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 34 turn cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | Vargh RedemptionT2Unique ring /jewelry (0.1 Encumbrance) Nature Power While equipped: Stats +4Wil +6Con offense ------ Damage Change +15% cold defense ------ Resistance +10% nature +25% cold other ------- Resource +20.00 Max stamina +20.00 Max mana +50.00 Max air +20.00 Max psi Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 11.61 cold and 10.10 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
| On fingers | gold ring 'Emelaldalle'T3Rare ring /jewelry (0.1 Encumbrance) Masterpiece Keywords: gladiator While equipped: Stats +16Str +11Con offense ------ Physical Power +10 (+5 eff.) defense ------ Resistance +3% cold +2% physical Immune +20% Teleport +10% Poison Rings make your fingers look great! |
| Around waist | Beluriavea the rough leather beltT1Rare belt /armor (1.0 Encumbrance) Masterpiece Keywords: giant While equipped: Stats +2Dex offense ------ Ignore resists +5% physical Mind Crit +4% Accuracy +5 (+3 eff.) Physical Power +3 (+1 eff.) defense ------ Spell save +5 (+2 eff.) other ------- Resource +0.12 Psi when hit Size +1 A belt that goes around your waist. |
| In main hand | cruel ash vilestaff of fate (15-18 power, 3 apr, blight element)T2Ego staff 2H /weapon (5.0 Encumbrance) Arcane Power/Masterpiece Keywords: fate/cruel When used to attack: Weapon Damage 15.0 - 18.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Critical power +12.00% Damage Change +15% blight Spell Crit +15% Spellpower +6 (+2 eff.) defense ------ Physical save +7 (+2 eff.) Spell save +9 (+3 eff.) Mind save +7 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | radiant rough leather gloves of magic (+2) (0 def, 1 armour)T1Ego hands /armor (1.0 Encumbrance) Arcane Power Keywords: radiant/magic While equipped: Stats +2Mag offense ------ Damage Change +3% light +3% arcane On-Hit 7 light defense ------ Armor +1 Resistance +5% light 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. |
| Main armor | dreamer's woollen robe of life (0 def, 0 armour)T2Ego++ cloth /armor (2.0 Encumbrance) Nature Power/Psionic Power Keywords: life/dreamer While equipped: defense ------ Resistance +7% blight +12% darkness +12% mind +9% all Physical save +12 (+4 eff.) Spell save +10 (+4 eff.) Mind save +22 (+8 eff.) Life +49.00 Life Regen +2.80 Healmod +13% The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Toxintouch (1 def, 0 armour)T1Rare cloak /armor (2.0 Encumbrance) Nature Power Keywords: resilient While equipped: offense ------ Ignore resists +15% nature +25% acid On-Hit (Melee): * 10% chance to reduce armor by 39% defense ------ Defense +1 (+0 eff.) Resistance +3% nature Life +33.00 other ------- Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | wanderer's gold amuletT3Ego+ amulet /jewelry (0.1 Encumbrance) Masterpiece Keywords: wanderer While equipped: Stats +4Dex +4Cun +5Con defense ------ Life Regen +2.00 other ------- Move Speed +10% Resource +0.50 Stamina/turn Fatigue -5% Amulets make your neck look great! |
Inventory
healing infusion (heal 40; cd 10)Normal infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 10 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 40; cd 11)Normal infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 11 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 40 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 802%; cd 9)Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 9 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 802% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 334; 13 cd)Normal infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 334 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the duelist (heal 355; 14 cd)Ego infusion /scroll (0.1 Encumbrance) Nature Power When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 355 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. |
blink rune (range 5; phase 21; cd 20)T1Normal rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Range: 5 Cooldown: 20 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 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 12; resist 24%; move 51%; dur 5; cd 21)Normal rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Cooldown: 21 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 24% all resistance, you move 51% faster, and you are invisible (power 12). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 1008% over 10 turns; mana 50; cd 14)Normal rune /scroll (0.1 Encumbrance) Arcane Power When inscribed on your body: Cooldown: 14 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 1008% for 10 turns (292 total) and instantly restoring 50 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen BeadsT2Unique amulet /jewelry (0.1 Encumbrance) Nature Power While equipped: Stats +5Wil offense ------ Mindpower +5 (+2 eff.) defense ------ Affinity +15% nature Life Regen +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Effective talent level: 2.0 Power cost 35 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 158 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
stabilizing steel amulet of constitution (+3)T2Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: constitution/stabilizing While equipped: Stats +3Con defense ------ Resistance +10% temporal Immune +20% Pin +20% Knockbk Amulets make your neck look great! |
warrior's copper amulet of cunning (+3)T1Ego amulet /jewelry (0.1 Encumbrance) Nature Power Keywords: warrior/cunning While equipped: Stats +3Cun defense ------ Resistance +5% physical other ------- Resource +0.30 Stamina/turn Amulets make your neck look great! |
Ring of GrowthT2Unique ring /jewelry (0.1 Encumbrance) Nature Power/Masterpiece While equipped: Stats +4Str +4Wil offense ------ Damage Change +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+2 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Wheel of FateT2Unique ring /jewelry (0.1 Encumbrance) Arcane Power While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of lightning (+20%)T1Ego ring /jewelry (0.1 Encumbrance) Nature Power Keywords: lightning While equipped: offense ------ Damage Change +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
titan's steel ring of clarityT2Ego ring /jewelry (0.1 Encumbrance) Nature Power/Psionic Power Keywords: titan/clarity While equipped: Stats +3Con defense ------ Physical save +6 (+2 eff.) Mind save +8 (+3 eff.) Immune +20% Confus Rings make your fingers look great! |
treant's gold ring of wardingT3Ego++ ring /jewelry (0.1 Encumbrance) Arcane Power/Nature Power Keywords: warding/treant While equipped: defense ------ Resistance +15% acid +14% lightning +8% blight +13% cold +8% nature +16% fire Immune +14% Disease +14% Poison Rings make your fingers look great! |
stormbringer's stralite battleaxe of disruption (42-64 power, 3 apr)T4Ego++ battleaxe 2H /weapon (3.0 Encumbrance) Nature Power/Antimagic Power Requires: - Strength 35 Keywords: stormbringer/disruption When used to attack: Weapon Damage 42.5 - 63.8 Uses 120% Str Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% Damage Against +19% Unnatural On-crit, radius 2 +20 lightning +19 cold On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Ignore resists +12% lightning +13% cold other ------- Move Speed +38% Massive two-handed battleaxes. |
caustic dwarven-steel dagger of massacre (30-38 power, 7 apr)T3Ego+ dagger 1H /weapon (1.0 Encumbrance) Nature Power/Masterpiece Keywords: caustic/massacre When used to attack: Weapon Damage 29.5 - 38.4 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-crit, radius 2 +14 acid +18 nature While equipped: offense ------ Ignore resists +7% acid +10% nature Ignore Armor +6 Sharp, short and deadly. |
plaguebringer's stralite dagger of torment (25-32 power, 9 apr)T4Ego++ dagger 1H /weapon (1.0 Encumbrance) Arcane Power/Psionic Power Keywords: plague/torment When used to attack: Weapon Damage 25.0 - 32.5 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On-hit +6 blight On Hit:20% Epidemic level 4 On Hit: * 5% chance to reduce strength, dexterity, and constitution by 29 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: defense ------ Immune +14% Disease Sharp, short and deadly. |
stralite dagger of projection (29-38 power, 9 apr)T4Ego+ dagger 1H /weapon (1.0 Encumbrance) Psionic Power Keywords: projection When used to attack: Weapon Damage 29.0 - 37.7 Uses 50% Str, 50% Dex Accuracy bonus +0.2% crit chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Sharp, short and deadly. |
chilling steel greatsword of paradox (24-39 power, 2 apr)T2Ego greatsword 2H /weapon (3.0 Encumbrance) Arcane Power Keywords: chilling/paradox When used to attack: Weapon Damage 24.5 - 39.2 Uses 120% Str Accuracy bonus +0.4% crit mult (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 temporal +12 cold While equipped: defense ------ Resistance +10% temporal Massive two-handed swords. |
keeper's elven-wood longbow of true flightT4Ego++ longbow 2H /weapon (4.0 Encumbrance) Arcane Power/Masterpiece Requires: - Talent Shoot Keywords: flight/keepers When used to attack: Accuracy bonus +0.2% crit chance (max 25%) Attack Speed 100% Range +10 While equipped: offense ------ Damage Change +18% physical +24% temporal Ignore resists +8% physical +12% temporal Physical Crit +15.0% Accuracy +20 (+9 eff.) other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
Crooked Club (25-35 power, 4 apr)T2Unique mace 1H /weapon (3.0 Encumbrance) Masterpiece When used to attack: Weapon Damage 25.0 - 35.0 Uses 100% Str Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +4 Critical Rate +10.0% Attack Speed 100% On-hit +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: offense ------ Accuracy +12 (+6 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
arcing stralite mace of crippling (36-50 power, 5 apr)T4Ego+ mace 1H /weapon (3.0 Encumbrance) Arcane Power/Masterpiece Requires: - Strength 35 Keywords: crippling/arcing When used to attack: Weapon Damage 35.5 - 49.7 Uses 100% Str Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 103 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Blunt and deadly. |
elemental stralite mace of erosion (34-48 power, 5 apr)T4Ego+ mace 1H /weapon (3.0 Encumbrance) Arcane Power/Nature Power Requires: - Strength 35 Keywords: elemental/erosion When used to attack: Weapon Damage 34.0 - 47.6 Uses 100% Str Accuracy bonus +0.2% base dam (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On-hit +5 nature On Hit: * Create an explosion dealing 103 cold damage (1/turn) While equipped: offense ------ Damage Change +17% cold Ignore resists +13% cold Blunt and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)T2Unique mindstar 1H /weapon (3.0 Encumbrance) Nature Power Nature requires balance in these matters. When used to attack: Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: On Mind Hit:10% Flame Fury level 2 offense ------ Global Speed +5% Damage Change +10% fire Ignore resists +10% fire Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Resistance -10% cold This mindstar glows with a bright warm light, but seems somehow incomplete. |
epiphanous vined mindstar of gales (4-5 power, 18 apr, mind damage)T2Ego++ mindstar 1H /weapon (3.0 Encumbrance) Nature Power/Psionic Power Keywords: epiphanous/gales When used to attack: Weapon Damage 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Damage Change +5% lightning +7% cold +7% mind +7% physical Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Defense +8 (+3 eff.) Immune +20% Pin other ------- Resource +2.00 Psi/crit 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. |
honing pulsing mindstar of life (13-14 power, 32 apr, mind damage)T4Ego+ mindstar 1H /weapon (3.0 Encumbrance) Nature Power/Psionic Power Requires: - Willpower 35 Keywords: life/honing When used to attack: Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy bonus +0.2% crit chance (max 25%) Accuracy Stat Willpower Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2Cun +2Wil offense ------ Damage Change +6% physical Ignore resists +4% physical Mind Crit +4% Mindpower +8 (+4 eff.) defense ------ Resistance +5% physical Life +17.00 Life Regen +0.90 other ------- 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. |
Emelogavea the Rainrebel (20-24 power, 4 apr, acid element)T3Rare staff 2H /weapon (5.0 Encumbrance) Nature Power Keywords: lifebinding When used to attack: Weapon Damage 20.0 - 24.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5Con offense ------ Damage Change +20% acid +9% fire +6% darkness +3% cold Ignore resists +15% cold Spell Crit +3% Spellpower +12 (+3 eff.) defense ------ Resistance +9% cold Life Regen +0.80 Healmod +15% other ------- Resource +10.00 Max pos. +10.00 Max neg. Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater elven-wood magestaff of protection (25-30 power, 5 apr, arcane element)T4Ego++ staff 2H /weapon (5.0 Encumbrance) Arcane Power Keywords: protection/greater When used to attack: Weapon Damage 25.0 - 30.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Damage Change +25% lightning +25% cold +25% arcane +25% fire Spell Crit +4% Spellpower +20 (+5 eff.) defense ------ Resistance +12% lightning +12% cold +12% arcane +12% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding elven-wood magestaff of fate (25-30 power, 5 apr, arcane element)T4Ego+ staff 2H /weapon (5.0 Encumbrance) Arcane Power/Nature Power Keywords: fate/lifebinding When used to attack: Weapon Damage 25.0 - 30.0 Uses 80% Mag Mastery Staff Mastery Accuracy bonus +2.0% proc dam (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +4Con offense ------ Damage Change +25% arcane Spell Crit +10% Spellpower +16 (+4 eff.) defense ------ Physical save +8 (+2 eff.) Spell save +6 (+2 eff.) Mind save +5 (+2 eff.) Life Regen +1.10 Healmod +22% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
noble's rough leather belt of unlifeT1Ego++ belt /armor (1.0 Encumbrance) Arcane Power/Masterpiece Keywords: unlife/noble While equipped: Stats +4Cun +3Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Destala's Scales (10 def, 0 armour)T3Unique cloak /armor (2.0 Encumbrance) Nature Power While equipped: On Nature Hit:10% Acidic Spray level 2 Stats +6Cun offense ------ Damage Change +15% acid Ignore resists +10% acid Mindpower +6 (+3 eff.) defense ------ Defense +10 (+3 eff.) other ------- Masteries +0.20 Wild-gift/Venom drake aspect Dissolve: Effective talent level: 2.0 Power cost 20 out of 20/20. Range: melee/personal Travel Speed: instantaneous Is: a mind power and a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 42% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
Shadowwaker (2 def, 8 armour)T3Rare cloak /armor (2.0 Encumbrance) Psionic Power Keywords: mindcraft While equipped: Stats +2Cun +3Wil offense ------ Critical power +10.00% Damage Change +15% darkness +6% mind Mind Crit +5% defense ------ Armor +8 Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
shimmering woollen robe of protection (2 def, 2 armour)T2Ego cloth /armor (2.0 Encumbrance) Arcane Power/Masterpiece Keywords: shimmering/prot While equipped: offense ------ Damage Change +11% arcane defense ------ Armor +2 Defense +2 (+1 eff.) Resistance +9% all Physical save +16 (+5 eff.) other ------- Resource +32.00 Max mana A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven silk robe of life (0 def, 0 armour)T4Ego+ cloth /armor (2.0 Encumbrance) Arcane Power/Nature Power Keywords: life/spellwoven While equipped: offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) defense ------ Resistance +10% blight +13% all Spell save +16 (+6 eff.) Life +69.00 Life Regen +1.70 Healmod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe 'Cyreldakira' (30 def, 0 armour)T2Rare cloth /armor (2.0 Encumbrance) Arcane Power Keywords: shimmering While equipped: offense ------ Damage Change +14% arcane Physical Crit +3.0% defense ------ Defense +30 (+10 eff.) Resistance +6% nature +9% all Crit Resistance 10.00% Life Regen +4.00 Immune +20% Pin other ------- Resource +28.00 Max mana A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cyromidalle the pair of iron boots (0 def, 3 armour)T1Rare feet /armor (3.0 Encumbrance) Nature Power Keywords: grounding While equipped: Stats +3Mag +1Cun +6Con offense ------ When Hit 8 mind defense ------ Armor +3 Resistance +7% lightning +7% temporal other ------- See Invisibility +9 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Prismminister the pair of rough leather boots (10 def, 1 armour)T1Rare feet /armor (2.0 Encumbrance) Masterpiece Keywords: insulate While equipped: Stats +1Dex offense ------ Physical Power +5 (+2 eff.) defense ------ Armor +1 Defense +10 (+3 eff.) Resistance +6% fire +6% cold other ------- Light +3 A pair of boots made of leather. |
Gloves of the Firm Hand (0 def, 8 armour)T3Unique hands /armor (1.0 Encumbrance) Masterpiece While equipped: Stats +4Con defense ------ Armor +8 Immune +30% Stun +40% Disarm +30% Knockbk other ------- Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. 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. |
Snow Giant Wraps (0 def, 2 armour)T3Unique hands /armor (1.0 Encumbrance) Nature Power This would be great with a mighty matching belt. While equipped: Stats +4Str defense ------ Armor +2 Resistance +10% lightning +10% cold Life +60.00 Immune +50% Knockbk Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range: 10 Travel Speed: instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 97.15 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Stormsweeper (0 def, 2 armour)T2Rare hands /armor (1.0 Encumbrance) Nature Power Keywords: storm While equipped: Stats +3Str +4Con offense ------ Damage Change +30% lightning On-Hit 7 lightning defense ------ Armor +2 Resistance +7% lightning other ------- Light +3 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. |
spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour)T2Ego++ hands /armor (1.0 Encumbrance) Arcane Power Keywords: spellstream/spellstriking While equipped: Stats +3Mag +5Wil offense ------ Damage Change +5% arcane Spell Crit +4% Spellpower +10 (+3 eff.) On-Hit 4 arcane defense ------ Armor +2 Resistance +5% arcane other ------- Resource +0.13 Mana/turn 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. |
voratun gauntlets of the starseeker (0 def, 3 armour)T4Ego+ hands /armor (1.5 Encumbrance) Arcane Power Keywords: starseeker While equipped: Stats +2Cun +2Mag defense ------ Armor +3 Resistance +6% light +6% darkness other ------- Infravision +1 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range: 6 Travel Speed: instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 72.92 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
iron helm of might (0 def, 3 armour)T1Ego+ head /armor (3.0 Encumbrance) Masterpiece Keywords: might While equipped: Stats +2Str +3Con offense ------ Physical Power +4 (+2 eff.) defense ------ Armor +3 other ------- Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap 'Ariwen' (0 def, 3 armour)T1Rare head /armor (2.0 Encumbrance) Nature Power Keywords: depths While equipped: Stats +1Dex +2Con offense ------ Ignore resists +5% mind Ignore Armor +6 defense ------ Armor +3 Resistance +6% cold other ------- Fatigue +1% Breathe water A cap made of leather. |
stabilizing linen wizard hat (1 def, 0 armour)T1Ego head /armor (2.0 Encumbrance) Masterpiece Keywords: stabilize While equipped: Stats +3Wil defense ------ Defense +1 (+0 eff.) Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
hardened leather armour of fire resistance (9 def, 6 armour)T3Ego light /armor (9.0 Encumbrance) Masterpiece Keywords: fire res While equipped: defense ------ Armor +6 Defense +9 (+3 eff.) Resistance +17% fire other ------- Fatigue +8% A suit of armour made of leather. |
prismatic drakeskin leather armour of spell shielding (20 def, 8 armour)T5Ego light /armor (9.0 Encumbrance) Arcane Power Keywords: shielding/prismatic While equipped: defense ------ Armor +8 Defense +20 (+7 eff.) Resistance +7% arcane +10% light +12% darkness Spell save +16 (+6 eff.) other ------- Fatigue +8% A suit of armour made of leather. |
8 agateT1Normal black /gem (0.0 Encumbrance) While equipped: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Item imbue powers: Stats +1Str +1Dex +1Mag +1Wil +1Cun +1Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
478 alchemist agateT1Normal black /alchemist-gem (0.0 Encumbrance) When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
2 onyxT3Normal black /gem (0.0 Encumbrance) While equipped: Stats +3Str +3Dex +3Mag +3Wil +3Cun +3Con Item imbue powers: Stats +3Str +3Dex +3Mag +3Wil +3Cun +3Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 aquamarineT2Normal blue /gem (0.0 Encumbrance) While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
lapis lazuliT3Normal blue /gem (0.0 Encumbrance) While equipped: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opalT2Normal blue /gem (0.0 Encumbrance) While equipped: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Item imbue powers: Stats +2Str +2Dex +2Mag +2Wil +2Cun +2Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topazT2Normal blue /gem (0.0 Encumbrance) While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 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. |
iron pickaxe of endurance (dig speed 36 turns)T1Ego digger /tool (3.0 Encumbrance) Masterpiece Keywords: endurance While equipped: Stats +3Str other ------- Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emeraldT3Normal green /gem (0.0 Encumbrance) While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinelT1Normal green /gem (0.0 Encumbrance) While equipped: Defense +2 (+1 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+0 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. |
Wintertide PhialT2Unique lite (2.0 Encumbrance) Arcane Power While equipped: other ------- Light +2 Infravision +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Yaridur'T3Rare lite (1.0 Encumbrance) Masterpiece Keywords: bright While equipped: offense ------ Physical Power +10 (+5 eff.) defense ------ Armor +4 Defense +15 (+5 eff.) Resistance +3% physical +9% temporal Life +40.00 Immune +20% Silence other ------- Resource +30.00 Max stamina Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Cyrytha'T1Rare lite (2.0 Encumbrance) Nature Power Keywords: health While equipped: Stats +1Str +2Wil +2Con offense ------ Damage Change +6% temporal defense ------ Life +42.00 other ------- Light +3 Infravision +1 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. |
scorching brass lanternT1Ego lite (2.0 Encumbrance) Arcane Power Keywords: scorching While equipped: offense ------ When Hit 10 fire defense ------ Resistance +5% fire other ------- 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. |
Crystal FocusT2Unique multi-hued /gem (0.0 Encumbrance) Arcane Power While equipped: Stats +5Mag Damage Change +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying OrbQuest orb (1.0 Encumbrance) Unknown Power While carried: This orb will automatically identify items you find. |
3 garnetT3Normal red /gem (0.0 Encumbrance) While equipped: Damage Change +6% all Spell Crit +3% Mind Crit +3% Physical Crit +3.0% Item imbue powers: Damage Change +6% all Spell Crit +3% Mind Crit +3% Physical Crit +3.0% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)Quest rod /charm (2.0 Encumbrance) Unknown Power Recall the user to the worldmap after 40 turns. Uses 202 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. |
Transmogrification ChestQuest sher'tul /chest (2.0 Encumbrance) Unknown Power 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. |
Telekinetic CoreT2Unique torque /charm (2.0 Encumbrance) Psionic Power While equipped: Stats +5Wil offense ------ Damage Change +6% physical Mindpower +3 (+1 eff.) Physical Power +3 (+1 eff.) defense ------ Resistance +5% physical Physical save +12 (+4 eff.) Psionic Pull: Effective talent level: 3.0 Power cost 18 out of 35/35. Range: melee/personal Travel Speed: instantaneous Description: Pull all foes toward you in radius 5 while dealing 38 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
3 amethystT2Normal violet /gem (0.0 Encumbrance) While equipped: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Item imbue powers: Damage Change +4% all Spell Crit +2% Mind Crit +2% Physical Crit +2.0% Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 quartzT3Normal white /gem (0.0 Encumbrance) While equipped: Immune +30% Stun Item imbue powers: Immune +30% Stun Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 ametrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Item imbue powers: Damage Change +2% all Spell Crit +1% Mind Crit +1% Physical Crit +1.0% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrineT1Normal yellow /gem (0.0 Encumbrance) While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zirconT1Normal yellow /gem (0.0 Encumbrance) While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By SpeedyBoys the Ogre Necromancer level 24
49th Regrowth 123rd year of Ascendancy at 19:30 see stats
Anti-Antimagic! (Nightmare (Roguelike) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By SpeedyBoys the Ogre Necromancer level 23
40th Regrowth 123rd year of Ascendancy at 18:58 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By SpeedyBoys the Ogre Necromancer level 19
3rd Haze 122nd year of Ascendancy at 05:59 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SpeedyBoys the Ogre Necromancer level 9
3rd Summertide 122nd year of Ascendancy at 14:48 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By SpeedyBoys the Ogre Necromancer level 19
2nd Haze 122nd year of Ascendancy at 13:27 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By SpeedyBoys the Ogre Necromancer level 24
49th Regrowth 123rd year of Ascendancy at 19:02 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By SpeedyBoys the Ogre Necromancer level 10
10th Flare 122nd year of Ascendancy at 18:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By SpeedyBoys the Ogre Necromancer level 20
4th Haze 122nd year of Ascendancy at 11:55 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By SpeedyBoys the Ogre Necromancer level 21
15th Haze 122nd year of Ascendancy at 18:34 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By SpeedyBoys the Ogre Necromancer level 24
48th Regrowth 123rd year of Ascendancy at 16:09 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By SpeedyBoys the Ogre Necromancer level 3
76th Pyre 122nd year of Ascendancy at 17:19 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By SpeedyBoys the Ogre Necromancer level 9
8th Flare 122nd year of Ascendancy at 14:02 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By SpeedyBoys the Ogre Necromancer level 24
49th Regrowth 123rd year of Ascendancy at 19:30 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By SpeedyBoys the Ogre Necromancer level 25
71st Regrowth 123rd year of Ascendancy at 20:37 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By SpeedyBoys the Ogre Necromancer level 19
73rd Dusk 122nd year of Ascendancy at 12:46 see stats
Log
Burning Shock from Orc high pyromancer hits Armoured skeleton warrior for 51 fire damage.
Orc high pyromancer's cleansing fire area effect hits Skeleton master archer for 79 fire damage.
Orc high pyromancer's cleansing fire area effect hits Armoured skeleton warrior for 69 fire damage.
Orc high pyromancer's cleansing fire area effect hits SpeedyBoys for (44 absorbed), 22 fire (22 total damage).
Orc high pyromancer's cleansing fire area effect hits Armoured skeleton warrior for 73 fire damage.
Burning from Orc high pyromancer hits Armoured skeleton warrior for 35 fire damage.
The shield around orc high pyromancer crumbles.
Orc high pyromancer casts Flame.
SpeedyBoys is on fire!
Orc high pyromancer's cleansing fire area effect killed Skeleton master archer!
Orc high pyromancer's cleansing fire area effect killed Armoured skeleton warrior!
Lava floor hits Orc high pyromancer for (78 absorbed), 1 fire (1 total damage).
Orc high pyromancer hits SpeedyBoys for (133 absorbed), 67 fire (67 total damage).
SpeedyBoys deactivates Hiemal Shield.
Armoured skeleton warrior shatters!
Orc high pyromancer's Fireflash hits SpeedyBoys for (36 absorbed), 521 fire (521 total damage).
Orc high pyromancer's Fireflash hits Armoured skeleton warrior for 482 fire damage.
Talent Lord of Skulls is ready to use.
Talent Ghost Walk is ready to use.
Talent Dig is ready to use.
Talent Command Staff is ready to use.
Orc high pyromancer's Fireflash killed Armoured skeleton warrior!
Burning Shock from Orc high pyromancer hits SpeedyBoys for 72 fire damage.
Burning from Orc high pyromancer hits SpeedyBoys for 81 fire damage.
SpeedyBoys's Hiemal Shield hits Orc high pyromancer for 12 cold damage.
Orc high pyromancer casts Blastwave.
SpeedyBoys is knocked back!
Lava floor hits Orc high pyromancer for 78 fire damage.
Orc high pyromancer hits SpeedyBoys for 149 fire damage.
SpeedyBoys the level 28 ogre necromancer was toasted to death by an orc high pyromancer on level 8 of Dreadfell.


































































































































