









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Loot Expansion 1.7.4Aadd-on that expands on the available Egos and Semi-Random Artifacts available. Introduces all sorts of new Effects and Talents used with both! For example: Spellslinger - A Passive that increases Spellpower per visible enemy in a range of 2 - Rolls on Hats Nether Resonance - A Passive found on the Semi-Random Artifact 'Netheric Diadem' that increases Light resist by half of Magic stat and Nature resist by half of Willpower stat. Combust - Found on 'Pyrophage' items, if you hit a burning enemy, cause an aoe of fire damage and gain a temporary life-regen buff. Mystical Recovery - Found on shields, when blocking, 20% chance to lower the cooldown of a random spell-type talent based on item level. All That Glitters - Activated talent found on Rings, gives you a temporary buff to Spellpower based on how much money you have. This is only a small sampling of new additions among the 10 semi-random Artifacts and 100+ Egos. There are still many more of both to come and I will be posting a full breakdown of all the new components soon. At this time, many of the added Egos are Greater, so they will only appear on blue or purple items. Designed to be compatible with other addons, please report any possible collision issues. In the meantime, please check it out and post any questions, concerns, or tuning feedback. Google Doc Summary at - https://docs.google.com/spreadsheets/d/1VBu4F1tmKSRLjLqZl2Eu2lvp4wFZfdILJc-jAW5lttI/edit?usp=sharing ----Icons are edited versions from the existing game or from https://game-icons.net/--- Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: 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:
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. Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. Items Vault 1.7.6Donators/Buyers bonus! Display class 1.7.0Display class icon on top off enemies Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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! Faster ToME4 1.7.3Makes ToME4 run faster: 1. Add cache for particle & shader effects, thus reduce the delay of IO & parsing lua files, especially when there are many mobs around. It is compatible with 1.7.4. Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Opague Tooltips 1.5.5Tired of messy looking tooltips, or squinting when trying to read them? Squint no more!! This mod removes the transparency of the tooltips, making them easier to read! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Item Description Filter Plus 1.7.4A modification to yutio's item description filter. I added a lot of item properties he has forgotten and changed how staff is dealed with. Automatic Talent Gambits (Improved) 1.5.10(Original addon by Alzrius) Allows customization of automatic talent usage in the style of FF XII gambits. Additional functionality: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Skeleton |
| Class | Arcane Blade |
| Level / Exp | 20 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Ninandra, the Great Weaver at level 20 on the 30th Dusk 122nd year of Ascendancy at 03:57 / 1 |
Primary Stats
| Strength | 24 (base 13) |
| Dexterity | 25 (base 11) |
| Constitution | 21 (base 12) |
| Magic | 65 (base 46) |
| Willpower | 27 (base 10) |
| Cunning | 61 (base 31) |
Resources
| Life | -5/509 |
| Mana | 274/470 |
| Stamina | 128/213 |
| Healing Factor | 1.0948044672221 |
| Regeneration | 6.842527920138 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
| See Invisible | 10 |
Offense: Mainhand
| Damage | 41 |
| Accuracy | 49 |
| Crit Chance | 17% |
| APR | 2 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 49 |
| Crit Chance | 20% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +3% |
| Acid | +12% |
| Light | +5% |
| Darkness | +22% |
| Mind | +35% |
| Lightning | +58% |
| Fire | +8% |
| All | 0% |
Offense: Damage Penetration
| Blight | +27% |
| Lightning | +25% |
| Arcane | +25% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 5 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 21 |
| Spell Save | 32 |
| Mental Save | 33 |
Defense: Resistances
| Lightning | + 18%( 70%) |
| Acid | + 28%( 70%) |
| Nature | + 13%( 70%) |
| Darkness | + 19%( 70%) |
| Mind | + 33%( 70%) |
| Physical | + 11%( 70%) |
| Fire | + 19%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Bleed Resistance | 100% |
| Confusion Resistance | 34% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 233 damage for 4 turns. Its effects scale with your Cunning stat. |
| 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. |
| 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 295 damage for 6 turns. Its effects scale with your Strength stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the lost sun paladin from death by 0;. Escort: lost sun paladin (level 1 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Dreadfell. Escort: lost sun paladin (level 3 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved Cunning by +5. | 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 |
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. | 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! | 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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | pair of hardened leather boots 'Chargebait' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +18% lightning Res.pen +25% arcane +25% lightning ----- def ----- Armour +3 Fatigue -6% Phys.save +8 (+4 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
| Light source | alchemist's lamp 'Xerunn'1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Con +5 Wil dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +7% mind Acc +15 (+5 eff.) Melee Ret 20 mind ----- def ----- Resists +7% mind +1% physical ---------- misc Light +4 Unleash a cascade of electricity, inflicting 82.68 Lighting damage in radius 4 (based on Dexterity). Creatures in the area also either dazed or take 32.5 Haywire damage for 6 turns. Uses 24 power out of 30/30 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | eldritch linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.90 Mana/ret +0.80 Max.mana +40.00 Manaflow: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Engulf yourself in a surge of mana, quickly restoring 13 mana every turn for 10 turns. The mana restored will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | dwarven-steel gauntlets 'Eclipsegore' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% nature +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 18% ----- def ----- Armour +2 Fatigue +3% Resists +3% acid +3% nature +9% darkness HP.reg +6.00 ---------- misc Stam/turn +0.50 Max.stam +14.00 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. |
| Tool | The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
| On fingers | entropic stralite ring of filth0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun dps ---------- Res.pen +6% blight Melee Ret 9 acid 5 darkness ----- def ----- Disease- +28% Rings make your fingers look great! |
| On fingers | rogue's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Mind.save +8 (+4 eff.) Confus- +24% Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 55/60 The evilness of undeath radiates from this amulet. |
| In main hand | short elm magestaff (10-12 power, 2 apr, lightning element)5.0 T1 staff 1H weapon [Ego] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff This staff offers 10% bonus to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| Around waist | rough leather belt of magery1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +4% A belt that goes around your waist. |
| In off hand | Brenuroleg (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Psionic Power 12.5 - 16.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature On Hit.r1 +7 blight On Hit: * 25% chance to afflict the target with Haywire, causing 91 Lightning damage over 5 turns and giving them a 13% chance to fail using talents. * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +7% lightning Res.pen +6% blight ----- def ----- Resists +9% acid Mind.save +9 (+5 eff.) Confus- +10% Sharp, short and deadly. |
| Cloak | Flashgasher (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +4 Con +4 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +2 Dmg.mod +6% lightning Res.pen +15% blight ----- def ----- Defense +2 (+1 eff.) Crit.chn- 16.00% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Max.mana +100.00 Talents +3 Glorious Presence Glorious Presence: When you fail a save against a detrimental effect, your glorious presence grants you a 30.0% chance for an additional save against it and 15.8 bonus armor for 2 turns. (Based on your Constitution and Willpower) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Murkpyre (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Dex +4 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +7 (+2 eff.) S.pwr/crit +7 Dmg.mod +12% acid +5% light +8% lightning +8% fire +18% mind +13% darkness Res.pen +15% nature ----- def ----- Resists +8% acid +8% lightning +10% fire +18% mind +11% all Crit.chn- 10.00% Spell.save +13 (+7 eff.) ---------- misc Max.mana +31.00 Infravis +2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 68; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 68 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. |
wild infusion (res 18%; physical; dur 2; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; physical; dur 3; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the duelist (range 6; phase 21; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 21%, your defense is increased by 21 and all your resistances by 21%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 81; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 81 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 146; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 146 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
hexstone gold amulet of mastery (0.18 Spell / Aegis)0.1 T3 amulet jewelry [Ego] Arcane/Master While equipped: ----- def ----- Resists +8% blight +7% fire ---------- misc Vim/s.crit +3.00 Max.vim +7.00 Masteries +0.18 Spell/Aegis Amulets make your neck look great! |
jade steel amulet of mastery (0.13 Technique / Combat techniques)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: Stats +1 Cun +1 Dex ----- def ----- Resists +6% acid ---------- misc Masteries +0.13 Technique/Combat techniques Amulets make your neck look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Rings make your fingers look great! |
electrified dwarven-steel battleaxe of phasing (29-44 power, 21 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Psionic Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +6.5% Atk.spd 100% Phasing +16% On Hit: * 25% chance to afflict the target with Haywire, causing 91 Lightning damage over 5 turns and giving them a 13% chance to fail using talents. While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +16% lightning Massive two-handed battleaxes. |
Unerring Scalpel (15-19 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental steel dagger of banishment (10-13 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Arcane Power 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Against +6% Horror +7% Demon On Hit: * Create an explosion dealing 90 lightning damage (1/turn) On Crit: * Strike your target with a blast of Arcane energy dealing 92 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +12.00% Dmg.mod +9% lightning Res.pen +8% lightning Sharp, short and deadly. |
corrupted dwarven-steel greatsword (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane Power 38.0 - 60.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +9 nature On Hit.r1 +10 blight While equipped: dps ---------- Res.pen +10% nature Massive two-handed swords. |
dwarven-steel greatsword of crippling (33-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 33.0 - 52.8 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% Massive two-handed swords. |
iron greatsword (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
Thunderstruck (27-37 power, 5 apr) Thunderstruck (27-37 power, 5 apr)3.0 T2 mace 1H weapon [Unique] Master Power 27.0 - 37.8 Physical Uses 80% Str, 30% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +10.0% Atk.spd 100% On Hit.r1 +5 physical On Crit.r2 +11 lightning On Hit: * 25% chance to unleash a greater blast of thunderous power, dealing 36.57 lightning damage (based on Strength), potentially knocking the target back. On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% A charred and blackened wooden club, struck by some otherworldly lightning and imbued with unpredictable power. |
hardened leather sling4.0 T3 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Slings are used to hurl stones or metal shots at your foes. |
Staff of Absorption7.0 staff 2H weapon [Plot Item] Unknown Power 30.0 - 33.0 Arcane Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 1000 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
earthen elm magestaff of warding (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Armour +6 Hardiness +2% Defense +4 (+2 eff.) Phys.save +3 (+2 eff.) ---------- misc Wards +2 lightning Talents +1 Ward +1 Command Staff This staff offers 10% bonus, 2 wards to lightning damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
lifebinding dragonbone magestaff of illumination (30-36 power, 6 apr, fire element)5.0 T5 staff 2H weapon [Ego+] Nature Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +20 (+6 eff.) Dmg.mod +30% fire ----- def ----- Defense +7 (+4 eff.) HP.reg +1.30 Heal.mod +15% ---------- misc Light +2 Talents +1 Command Staff This staff offers 30% bonus to fire damage. (included above) Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 111.78 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 14.22 cold damage and 14.22 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
cashmere cloak 'Emelutha' (2 def, 4 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Rng.Def +15 (+8 eff.) Resists +3% blight +15% fire Crit.chn- 10.00% Unseen.red 18% Disease- +10% Confus- +20% ---------- misc Telepathy Insect Telpty rng +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of Eldoral (9 def, 0 armour)2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Defense +9 (+5 eff.) Phys.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of battle (1 def, 5 armour)2.0 T1 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Armour +5 Defense +1 (+1 eff.) Fatigue -3% Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
desolate linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +6% arcane +5% fire ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eilinuwyn the Frigidreaper (0 def, 5 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Melee Ret 2 cold 10 fire ----- def ----- Armour +5 Fatigue +2% Resists +6% cold ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
traveler's pair of iron boots of repreive (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -7% Phys.save +5 (+3 eff.) ---------- misc Max.enc +21 Stam/turn +2.00 Second Wind: (Instant) Puts all charms on 60 cooldown Level 2.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 46 stamina. The stamina recovery improves with your Strength and Willpower. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
restful hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.70 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 HP.reg +2.00 ---------- misc Stam/turn +0.60 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+1 eff.) Mind.save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
insulating iron helm of the citadel (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +6% cold ---------- misc Talents +1 Citadel Citadel: Passive - Increases Resistance to all damage by 7.07% per each enemy you can see in a radius of 2, to a maximum of 30%. The increase is based on the average of your Strength, Cunning, and Constitution stats. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Defense +1 (+1 eff.) Resists +16% lightning A pointy cloth hat, very wizardly... |
dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
ornate dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Master While equipped: Stats +5 Cun +3 Con ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Phys.save +3 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of command (13 def, 11 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +11 Defense +13 (+7 eff.) Fatigue +12% Mind.save +11 (+6 eff.) HP.reg +2.20 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
ceremonial hardened leather armour of command (17 def, 11 armour)9.0 T3 light armor [Ego++] Arcane/Psionic While equipped: Stats +5 Dex +5 Mag +2 Cun ----- def ----- Armour +11 Defense +17 (+9 eff.) Fatigue +8% Spell.save +11 (+6 eff.) Mind.save +12 (+6 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
quiver of ash arrows (17/17, 21-29 power, 7 apr)3.0 T2 arrow ammo [Normal] Power 21.0 - 29.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 17 Arrows are used with bows to pierce your foes to death. |
4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
crystalomancer's dwarven-steel pickaxe (dig speed 32 turns)3.0 T3 digger tool [Ego+] Arcane While equipped: Stats +2 Str +2 Mag dps ---------- Spell.crit +6% ---------- misc Max.mana +41.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 121.30 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 121.30 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown 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 Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By 0; the Skeleton Arcane Blade level 10
6th Flare 122nd year of Ascendancy at 16:22 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By 0; the Skeleton Arcane Blade level 20
30th Dusk 122nd year of Ascendancy at 02:08 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By 0; the Skeleton Arcane Blade level 17
25th Dusk 122nd year of Ascendancy at 17:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By 0; the Skeleton Arcane Blade level 7
8th Mirth 122nd year of Ascendancy at 01:31 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By 0; the Skeleton Arcane Blade level 17
25th Dusk 122nd year of Ascendancy at 03:44 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By 0; the Skeleton Arcane Blade level 19
30th Dusk 122nd year of Ascendancy at 02:08 see stats
Log
Ninandra, the Great Weaver performs a melee critical strike against 0;!
Your shield crumbles under the damage!
The shield around 0; crumbles.
Melee retaliation hits Ninandra, the Great Weaver for (9 to time), 0 acid, (2 to time), 0 darkness, (12 to time), 0 mind, (9 to time), 0 acid, (2 to time), 0 darkness, (12 to time), 0 mind (0 total damage).
Ninandra, the Great Weaver hits 0; for (142 absorbed), 0 physical, (9 absorbed), 0 physical, (60 absorbed), 9 physical, 4 fire, 9 physical, 4 acid (29 total damage).
Ninandra, the Great Weaver is no longer evading attacks.
0; casts Arcane Strike.
0; misses Ninandra, the Great Weaver.
0; misses Ninandra, the Great Weaver.
Ninandra, the Great Weaver performs a melee critical strike against 0;!
The fabric of time around Ninandra, the Great Weaver stabilizes to normal.
The powerful time-altering energies generate a restoration field on Ninandra, the Great Weaver.
Ninandra, the Great Weaver performs a melee critical strike against 0;!
Melee retaliation hits Ninandra, the Great Weaver for (9 shifted), 0 acid, (2 to time), 0 darkness, (12 to time), 0 mind, 9 acid, 2 darkness, 12 mind (26 total damage).
Ninandra, the Great Weaver hits 0; for 131 physical, 9 physical, 69 physical, 4 fire, 9 physical, 4 acid (229 total damage).
LIFE LOST WARNING!
Ninandra, the Great Weaver receives 90 healing from Temporal Restoration Field.
Ninandra, the Great Weaver performs a melee critical strike against 0;!
Ninandra, the Great Weaver performs a melee critical strike against 0;!
Melee retaliation hits Ninandra, the Great Weaver for 9 acid, 2 darkness, 12 mind, 9 acid, 2 darkness, 12 mind (51 total damage).
Ninandra, the Great Weaver hits 0; for 139 physical, 9 physical, 76 physical, 4 fire, 9 physical, 4 acid (244 total damage).
Talent Lightning is ready to use.
Ninandra, the Great Weaver uses Dual Strike.
Ninandra, the Great Weaver performs a melee critical strike against 0;!
0; is stunned!
Ninandra, the Great Weaver performs a melee critical strike against 0;!
Melee retaliation hits Ninandra, the Great Weaver for 9 acid, 2 darkness, 12 mind, 4 acid, 1 darkness, 5 mind (36 total damage).
Ninandra, the Great Weaver hits 0; for 81 physical damage.
0; the level 20 skeleton arcane blade was struck to death by Ninandra, the Great Weaver on level 9 of Dreadfell.























































































































