
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! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! 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:
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.
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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:
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: 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 | Nightmare Roguelike |
| Sex | Male |
| Race | Lich |
| Class | Necromancer |
| Level / Exp | 44 / 79% |
| Size | small |
| Lifes / Deaths | Killed by Koshchei at level 42 on the 53rd Dusk 123rd year of Ascendancy at 02:11 / 3Killed by Haand the thaurhereg at level 44 on the 77th Dusk 123rd year of Ascendancy at 14:08 Killed by Koshchei at level 44 on the 77th Dusk 123rd year of Ascendancy at 16:01 |
Primary Stats
| Strength | 24 (base 11) |
| Dexterity | 24 (base 10) |
| Constitution | 68 (base 57) |
| Magic | 98 (base 60) |
| Willpower | 47 (base 15) |
| Cunning | 81 (base 51) |
Resources
| Life | 362/438 |
| Mana | 586/586 |
| Soul | 16/19 |
| Healing Factor | 1.5181295749342 |
| Regeneration | 0.37953239373355 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +112.58159546285% |
Vision
| Sight | 10 |
| Lite | 13 |
| Infravision | 5 |
| See Stealth | 41.237882550305 |
| See Invisible | 56.237882550305 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 26 |
| Crit Chance | 26% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 69 |
| Crit Chance | 57% |
| Speed | 1 |
Offense: Mind
| Mindpower | 45 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +12% |
| Physical | +38% |
| Cold | +27% |
| All | +2% |
| Darkness | +99% |
| Light | +47% |
| Temporal | +20% |
| Fire | +36% |
| Nature | +22% |
Offense: Damage Penetration
| Nature | +45% |
| Acid | +70% |
| Darkness | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 16 (35.65183292883%) |
| Defense | 63 |
| Ranged Defense | 63 |
| Fatigue | 0 |
| Physical Save | 38 |
| Spell Save | 58 |
| Mental Save | 60 |
Defense: Resistances
| Acid | + 42%( 70%) |
| Blight | + 37%( 70%) |
| Arcane | + 34%( 70%) |
| Cold | + 69%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 70%( 70%) |
| Light | + 39%( 70%) |
| Temporal | + 47%( 70%) |
| Physical | + 37%( 70%) |
| Mind | + 40%( 70%) |
| Fire | + 64%( 70%) |
| Nature | + 36%( 70%) |
Defense: Immunities
| Stun Resistance | 100% |
| Confusion Resistance | 78% |
| Fear Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
| Silence Resistance | 63% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 25% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 581 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 14 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 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 26%, your defense is increased by 26 and all your resistances by 26%. 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: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 129 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 Constitution 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 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Eradication | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Master of bones | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
| Spell / Death | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Undead / Lich | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 4/5 |
| 1/5 |
| Spell / Necrosis | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Old Forest. Escort: injured seer (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 4 of Dreadfell. Escort: lost defiler (level 4 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 6 of Dreadfell. Escort: lost defiler (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by grave wight. Escort: lost warrior (level 8 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Dreadfell. Escort: repented thief (level 3 of Dreadfell)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * 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 Horned Horror. * 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 |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | 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: 422. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Stire of Derth. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within12 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
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 | Obsidianedge (0 def, 9 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +18% darkness Ignore resists +10% darkness +20% acid When Hit 4 darkness On-Hit (Melee): * 20% chance to reduce damage dealt by 23% * 20% chance to reduce armor by 41% defense ------ Armor +9 Resistance +6% darkness Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Infravision +2 A pair of boots made of leather. |
| Light source | Umbraphage0.0 Encumbrance T3 lite [Unique] Psionic While equipped: offense ------ Mindpower +10 (+3 eff.) Damage +15% light +15% darkness Ignore resists +10% darkness defense ------ Resistance +20% darkness Affinity +20% darkness Mind save +10 (+3 eff.) other ------- Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 113, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 447.75 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
| On head | Adinne (10 def, 4 armour)3.0 Encumbrance T3 head armor [Random Unique] Nature/Master While equipped: Stats +3 Str +4 Dex +3 Wil defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue +4% Resistance +10% light +13% darkness +3% mind Physical save +9 (+3 eff.) Mind save +9 (+2 eff.) Life +20.00 Silence Resist +20% other ------- Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Daimilathamnir [power 175] (13 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +3 Str offense ------ Critical power +20.00% Damage +15% physical defense ------ Resistance +6% acid Physical save +9 (+3 eff.) Healmod +15% other ------- See Invisibility +15 Blast the opponent's mind dealing 178 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Wheel of Fate0.1 Encumbrance T4 ring jewelry [Unique] Arcane While equipped: Stats +5 Con offense ------ Damage +18% fire When Hit 4 temporal defense ------ Resistance +9% temporal +6% light +10% blight +36% fire +12% nature +5% arcane Spell save +13 (+4 eff.) Poison Resist +24% Disease Resist +24% other ------- Max stamina +31.00 Cannot be unequipped or rerolled until level 45. 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? |
| On fingers | Ring of the Archlich0.1 Encumbrance T4 ring jewelry [Unique] Arcane It desires to be surrounded by undeath. While equipped: offense ------ Spellpower +8 (+2 eff.) Damage +10% darkness +10% cold defense ------ Resistance +10% darkness +10% cold Spell save +8 (+2 eff.) Poison Resist +25% Cut Resist +25% other ------- Max souls +3.00 This ring is filled with an overwhelming, yet restrained, power. It lashes, grasps from its metal prison, searching for life to snuff out. You alone are unharmed. Perhaps it feels all the death you will bring to others in the near future. |
| Around waist | hardened leather belt 'Eilinamigatha'1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Spellpower +26 (+7 eff.) Ignore resists +25% acid When Hit 6 mind defense ------ Mind save +11 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Hate-on-crit +2.00 Max hate +8.00 Max psi +50.00 A belt that goes around your waist. |
| In main hand | elven-wood vilestaff 'Ravenfurnace' (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Rare] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +2 Str +2 Con offense ------ Spell Crit +17% Spellpower +12 (+3 eff.) Damage +37% darkness Accuracy +15 (+7 eff.) defense ------ Resistance +15% mind other ------- Max positive +20.00 Max negative +20.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | spellstreaming drakeskin leather gloves of the iron hand (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Wil +3 Con offense ------ Spell Crit +6% Spellpower +6 (+2 eff.) defense ------ Armor +3 Disarm Resist +25% other ------- Mana/turn +0.33 Masteries +0.20 Technique/Grappling 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 | elven-silk robe 'Koribers' (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Arcane While equipped: Stats +2 Cun +1 Con offense ------ Spell Crit +6% Spellpower +8 (+2 eff.) Damage +10% acid +18% temporal +30% light +15% cold +16% fire +21% physical +17% darkness defense ------ Resistance +15% acid +18% temporal +15% fire +3% blight +27% cold +14% physical +15% all Physical save +3 (+1 eff.) Poison Resist +10% Disease Resist +20% other ------- Cooldown Refit Golem -5 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Serpentine Cloak (20 def, 0 armour)2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
| Around neck | Halehir the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Dex +6 Mag +4 Wil defense ------ Resistance +5% arcane Physical save +3 (+1 eff.) Spell save +9 (+3 eff.) Blind Resist +20% Amulets make your neck look great! |
Inventory
healing infusion (heal 85; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 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 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 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 64; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 64 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. |
heroism infusion of the warrior (die at -229; dur 8; cd 29)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 29 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -229 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 268 life, 9 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength 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 257; 13 cd)0.1 Encumbrance infusion scroll [Normal] Nature 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 257 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. |
Blood of Undeath0.4 Encumbrance potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 590 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of the Rift (338.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 405.60 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 112; dur 4; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 111.76 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 14; resist 26%; move 43%; dur 5; cd 20)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 20 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 26% all resistance, you move 43% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
savage's gold ring of speed0.1 Encumbrance T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con offense ------ Move Speed +13% Accuracy +8 (+4 eff.) defense ------ Defense +7 (+1 eff.) Spell save +13 (+4 eff.) other ------- Max stamina +28.00 Blinding Speed: Puts all charms on 34 turn cooldown Effective talent level: 2.0 Power cost 34 out of 40/40. Range melee/personal Cooldown: 55 Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 23% for 5 turns. Rings make your fingers look great! |
dwarven-steel greatmaul of massacre (56-84 power, 2 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Ego] Master Weapon Damage 56.0 - 84.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.5% Attack Speed 100% Massive two-handed mauls. |
Lisoba the stralite greatsword (48-78 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Rare] Master Weapon Damage 48.5 - 77.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +9 Str offense ------ Physical Crit +8.0% Accuracy +14 (+7 eff.) Ignore Armor +4 defense ------ Defense +14 (+3 eff.) Resistance +5% arcane Physical save +6 (+2 eff.) Disarm Resist +62% other ------- Max stamina +30.00 Massive two-handed swords. |
stralite greatsword of the mystic (48-77 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Arcane Weapon Damage 48.0 - 76.8 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +7 Mag +6 Wil offense ------ Spellpower +13 (+3 eff.) Massive two-handed swords. |
acidic stralite mace of massacre (45-63 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Ego] Arcane/Master Weapon Damage 45.0 - 63.0 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% On Critical: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Blunt and deadly. |
stralite mace (38-54 power, 5 apr)3.0 Encumbrance T4 mace 1H weapon Reqs Str 35 [Normal] Weapon Damage 38.5 - 53.9 Physical Uses 100% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +5 Critical Rate +2.5% Attack Speed 100% Blunt and deadly. |
epiphanous pulsing mindstar of frost (14-15 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon [Ego++] Nature/Psionic Weapon Damage 13.5 - 14.9 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +8% Mindpower +11 (+3 eff.) On-Hit 16 cold Damage +17% mind +9% cold Ignore resists +10% cold defense ------ Armor +16 Resistance +13% cold other ------- Psi-on-crit +4.00 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 acid4.0 Encumbrance T3 sling 1H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 On-ranged-hit +9 acid While equipped: Stats +3 Str offense ------ Physical Power +8 (+4 eff.) Damage +13% acid Slings are used to hurl stones or metal shots at your foes. |
Xetha the Greenschism (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Rare] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +4 Mag offense ------ Spell Crit +9% Spellpower +9 (+2 eff.) Damage +20% darkness +15% nature Ignore resists +25% nature +15% fire When Hit 6 blight defense ------ Physical save +11 (+4 eff.) Spell save +11 (+3 eff.) Mind save +11 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
blighted elven-wood starstaff of channeling (25-30 power, 5 apr, darkness element)5.0 Encumbrance T4 staff 2H weapon [Ego++] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Spellpower +29 (+7 eff.) Damage +25% darkness other ------- Mana/turn +0.27 Vim-on-crit +2.00 Max vim +26.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel yew starstaff of warding (20-24 power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane/Master Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +11% Critical power +16.00% Spellpower +9 (+2 eff.) Damage +20% darkness defense ------ Armor +5 Defense +6 (+1 eff.) other ------- Wards +2 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of channeling (25-30 power, 5 apr, fire element)5.0 Encumbrance T4 staff 2H weapon [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +25 (+6 eff.) Damage +25% fire other ------- Mana/turn +0.30 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 26 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
Hailwrecker (18-25 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Random Unique] Disrupt/Master Weapon Damage 18.0 - 25.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +12 cold On-Hit, radius 1 +4 cold On Hit: * 12 arcane resource burn While equipped: Stats +3 Dex +1 Wil +4 Con offense ------ Combat Speed +10% Accuracy +21 (+10 eff.) defense ------ Defense +6 (+1 eff.) Disarm Resist +26% other ------- Infravision +3 One-handed war axes. |
Obsidianwitch (22-30 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Rare] Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-hit +14 darkness Damage Against +14% Living On-Hit, radius 1 +20 darkness While equipped: offense ------ Damage +21% lightning +15% fire Ignore resists +10% darkness defense ------ Resistance +12% light +9% darkness other ------- Light +3 One-handed war axes. |
elemental stralite waraxe of crippling (28-40 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego++] Arcane/Master Weapon Damage 28.5 - 39.9 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On Hit: * Create an explosion dealing 113 acid damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +13.0% Damage +17% acid Ignore resists +21% acid One-handed war axes. |
stralite waraxe of enduring (32-46 power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Ego+] Nature Weapon Damage 32.5 - 45.5 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% While equipped: Stats +11 Con +8 Wil defense ------ Life +50.00 One-handed war axes. |
restorative cashmere cloak of Iron Throne (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Con defense ------ Defense +2 (+0 eff.) Resistance +13% nature +15% blight Life Regen +3.00 Healmod +14% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+3 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+2 eff.) Resistance +30% nature +11% all Physical save +10 (+4 eff.) Spell save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Temporal Augmentation Robe - Designed In-Style (9 def, 3 armour)2.0 Encumbrance T4 cloth armor [Unique] Arcane Oddly it never produces a hat. While equipped: Stats +5 Mag +3 Wil offense ------ Spellpower +23 (+6 eff.) Damage +20% temporal +20% physical Ignore resists +20% temporal +20% physical When Hit 20 physical 10 temporal defense ------ Armor +3 Defense +9 (+2 eff.) Resistance +10% temporal +10% physical +13% all Temporal Reprieve: Effective talent level: 1.0 Power cost 43 out of 50/50. Range melee/personal Fixed Cooldown: 40 Travel.spd instantaneous Is: a spell Description: Transport yourself to a safe place for 1 turns. Designed by a slightly quirky Paradox Mage, this robe always appears to be stylish in any time the user finds him, her, or itself in. Crafted to aid Paradox Mages through their adventures, this robe is of great help to those that understand what a wibbly-wobbly, timey-wimey mess time actually is. Curiously, as a result of a particularly prolonged battle involving its fourth wearer, the robe appends a very long, multi-coloured scarf to its present wearers. |
mindwoven silk robe of protection (4 def, 4 armour)2.0 Encumbrance T4 cloth armor [Ego] Master/Psionic While equipped: offense ------ Mind Crit +4% Mindpower +6 (+2 eff.) defense ------ Armor +4 Defense +4 (+1 eff.) Resistance +13% all Physical save +23 (+8 eff.) Mind save +19 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Shoes of Moving Slowly (0 def, 0 armour)2.0 Encumbrance T4 feet armor [Unique] Unknown While equipped: Stats +8 Mag +8 Wil offense ------ Spellpower +5 (+1 eff.) defense ------ Fatigue +3% Knockbk Resist +100% Each turn you spend not moving gain a buff for 2 defense and armour. Stacks up to 12 times. Combine it with the Shoes of Moving Quickly. Fast does not always win. Rumoured to be able to combine with the Shoes of Moving Quickly. |
pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Normal] While equipped: defense ------ Armor +3 A pair of boots made of leather. |
alchemist's voratun gauntlets of the iron hand (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +4 Mag +7 Wil +3 Con offense ------ On-Hit 4 acid 6 fire 10 cold 10 lightning defense ------ Armor +3 Fatigue +5% Disarm Resist +41% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's voratun gauntlets of war-making (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego++] Arcane/Master While equipped: Stats +5 Mag +3 Wil offense ------ Physical Crit +16.0% Spell Crit +12% Mind Crit +13% Critical power +11.00% On-Hit 7 acid 8 fire 7 cold 7 lightning defense ------ Armor +3 Fatigue +5% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
blighted voratun gauntlets of the iron hand (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Ego+] Arcane/Master While equipped: Stats +5 Str +3 Wil +3 Con offense ------ On-Hit 11 blight Damage +7% blight defense ------ Armor +3 Fatigue +5% Resistance +8% blight Disarm Resist +42% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
drakeskin leather gloves (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Normal] While equipped: defense ------ Armor +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. |
heroic voratun gauntlets (0 def, 9 armour)1.5 Encumbrance T4 hands armor [Ego+] Master While equipped: defense ------ Armor +9 Fatigue +5% Mind save +8 (+2 eff.) Life +66.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's drakeskin leather gloves of archery (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Ego+] Nature/Master While equipped: Stats +5 Cun +6 Dex offense ------ On-Hit 11 nature Damage +7% nature Accuracy +8 (+4 eff.) Ignore Armor +8 defense ------ Armor +3 Resistance +7% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Normal] While equipped: defense ------ Armor +3 Fatigue +3% A cap made of leather. |
hardened leather armour of clarity (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Psionic While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +7% mind Mind save +15 (+4 eff.) A suit of armour made of leather. |
fearforged stralite plate armour (0 def, 13 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego+] Arcane While equipped: Stats +7 Con defense ------ Armor +13 Fatigue +31% Resistance +9% fire -15% light +8% darkness Physical save +6 (+2 eff.) Spell save +8 (+2 eff.) Mind save +6 (+2 eff.) A suit of armour made of metal plates. |
impenetrable stralite plate armour of cold resistance (0 def, 24 armour)17.0 Encumbrance T4 massive armor Reqs - Massive armour training ,Str 48 [Ego] Master While equipped: defense ------ Armor +24 Fatigue +22% Resistance +15% cold A suit of armour made of metal plates. |
Essence of Bearness3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 85 power out of 100/100 The very essence of bearness! |
12 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
188 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 Encumbrance 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. |
7 aquamarine0.0 Encumbrance T2 blue gem [Normal] 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. |
6 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
5 opal0.0 Encumbrance 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. |
3 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+2 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 emerald0.0 Encumbrance T3 green gem [Normal] 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. |
2 jade0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+5 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Celia's Still Beating Heart2.0 Encumbrance heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 68 power out of 80/80 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
Heart of Poosh5.0 Encumbrance land misc [Unique] Nature While carried: offense ------ Damage +2% all Natural balance. Uses 85 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
alchemist's lamp of illusion1.0 Encumbrance T3 lite [Ego+] Psionic While equipped: defense ------ Defense +8 (+2 eff.) Physical save +14 (+5 eff.) Spell save +15 (+4 eff.) Mind save +14 (+4 eff.) other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
fire opal0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 Encumbrance 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. |
Rod of Recall (2/2)2.0 Encumbrance 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. |
Transmogrification Chest2.0 Encumbrance 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. |
5 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elven-wood wand of lightning storm [power 356] (13 cooldown)2.0 Encumbrance T4 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 72 lightning damage and will be dazed for 1 turn (363 total damage) Puts all charms on 13 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing yew wand of clairvoyance [power 11] (13 cooldown)2.0 Encumbrance T3 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 11, power 85 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 turn cooldown 100% to heal for 75. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 26 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 citrine0.0 Encumbrance T1 yellow gem [Normal] 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. |
7 zircon0.0 Encumbrance T1 yellow gem [Normal] 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 dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Koshchei the Yeek Necromancer level 39
1st Dusk 123rd year of Ascendancy at 00:07 see stats
A different point of view (Nightmare (Roguelike) difficulty)
Learned the five chapters of Orc history through loremaster Hadak's tales.By Koshchei the Yeek Necromancer level 31
55th Regrowth 123rd year of Ascendancy at 09:11 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Koshchei the Yeek Necromancer level 38
9th Flare 123rd year of Ascendancy at 09:46 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Koshchei the Lich Necromancer level 43
72nd Dusk 123rd year of Ascendancy at 02:51 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Koshchei the Lich Necromancer level 42
67th Dusk 123rd year of Ascendancy at 00:07 see stats
Can you bear it? So much bearness! (Nightmare (Roguelike) difficulty)
Killed Borius in the Bearscape.By Koshchei the Yeek Necromancer level 34
79th Pyre 123rd year of Ascendancy at 18:08 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Koshchei the Yeek Necromancer level 17
79th Dusk 122nd year of Ascendancy at 17:51 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Koshchei the Yeek Necromancer level 40
13rd Dusk 123rd year of Ascendancy at 17:51 see stats
Don't Poosh it! (Nightmare (Roguelike) difficulty)
Killed Kelad in the lost land of Poosh.By Koshchei the Yeek Necromancer level 41
31st Dusk 123rd year of Ascendancy at 22:03 see stats
Dragon's Greed (Nightmare (Roguelike) difficulty)
Amassed 8000 gold pieces.By Koshchei the Yeek Necromancer level 41
13rd Dusk 123rd year of Ascendancy at 20:54 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Koshchei the Yeek Necromancer level 20
46th Haze 122nd year of Ascendancy at 10:52 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Koshchei the Yeek Necromancer level 29
22nd Regrowth 123rd year of Ascendancy at 13:23 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 Koshchei the Yeek Necromancer level 31
55th Regrowth 123rd year of Ascendancy at 06:54 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Koshchei the Yeek Necromancer level 10
3rd Flare 122nd year of Ascendancy at 22:15 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Koshchei the Yeek Necromancer level 20
31st Haze 122nd year of Ascendancy at 09:11 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Koshchei the Yeek Necromancer level 30
35th Regrowth 123rd year of Ascendancy at 12:10 see stats
Level 40 (Nightmare (Roguelike) difficulty)
Got a character to level 40.By Koshchei the Yeek Necromancer level 40
12nd Dusk 123rd year of Ascendancy at 11:07 see stats
Lichform (Nightmare (Roguelike) difficulty)
Achieved your wild dreams of power and eternal life: you turned into a Lich!By Koshchei the Lich Necromancer level 42
53rd Dusk 123rd year of Ascendancy at 02:11 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Koshchei the Yeek Necromancer level 33
38th Pyre 123rd year of Ascendancy at 15:14 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Koshchei the Yeek Necromancer level 32
10th Pyre 123rd year of Ascendancy at 22:09 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Koshchei the Lich Necromancer level 42
64th Dusk 123rd year of Ascendancy at 05:38 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Koshchei the Yeek Necromancer level 3
78th Pyre 122nd year of Ascendancy at 03:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Koshchei the Yeek Necromancer level 12
13rd Dusk 122nd year of Ascendancy at 20:38 see stats
The Legend of Garkul (Nightmare (Roguelike) difficulty)
Learned the five chapters of the Legend of Garkul.By Koshchei the Yeek Necromancer level 31
55th Regrowth 123rd year of Ascendancy at 09:11 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Koshchei the Yeek Necromancer level 25
2nd Wintertide 123rd year of Ascendancy at 15:18 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Koshchei the Yeek Necromancer level 18
7th Haze 122nd year of Ascendancy at 16:08 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Koshchei the Yeek Necromancer level 24
78th Haze 122nd year of Ascendancy at 22:46 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Koshchei the Yeek Necromancer level 30
43rd Regrowth 123rd year of Ascendancy at 02:15 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Koshchei the Yeek Necromancer level 19
31st Haze 122nd year of Ascendancy at 08:16 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Koshchei the Yeek Necromancer level 38
8th Flare 123rd year of Ascendancy at 19:29 see stats
Log
Koshchei picks up (p.): stralite mace (38-54 power, 5 apr).
Lava floor hits Armoured skeleton warrior for 16 fire damage.
Lava floor hits Armoured skeleton warrior for 23 fire damage.
Your summoned ghoul disappears.
Lava floor hits Armoured skeleton warrior for 22 fire damage.
Lava floor hits Armoured skeleton warrior for 16 fire damage.
Lava floor hits Armoured skeleton warrior for 22 fire damage.
Lava floor hits Armoured skeleton warrior for 24 fire damage.
You notice a trap (burning curse trap)!
Koshchei picks up ( .): elven-wood wand of lightning storm [power 356] (13 cooldown).
Koshchei picks up (d.): regeneration infusion (heal 257; 13 cd).
Lava floor hits Armoured skeleton warrior for 31 fire damage.
Koshchei picks up (E.): mindwoven silk robe of protection (4 def, 4 armour).
Koshchei picks up (d.): heroism infusion of the warrior (die at -229; dur 8; cd 29).
Lava floor hits Armoured skeleton warrior for 29 fire damage.
Lava floor hits Armoured skeleton warrior for 27 fire damage.
Lava floor burns Koshchei!
Lava floor hits Koshchei for 8 fire damage.
Koshchei the level 44 lich necromancer failed to complete the lich ressurection ritual on level 2 of Vor Armoury.












































































































































