









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! Passive Cooldowns 1.7.0A tweak to the Minimalist UI to show the effect cooldowns of various passive talents and prodigies with triggered effects in the buffs area. Affected talents in the base module:
Affected talents from the Embers of Rage DLC:
Affected talents from the Ashes of Urh'Rok DLC:
Affected talents from the Forbidden Cults DLC:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: 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! 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! Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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:
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! 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. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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: Go to Landmark 1.7.4Adds a new game menu option "Show known Landmarks", which presents a list of landmarks (up/down stairs, golden chests, zone entrances and the like) that you've seen on the current level and allows you to go to them or view them on the map. You can also set your own landmarks for later reference by right-clicking on the map and choosing "Set landmark". Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Improved Enemy UI 1.7.41. improve the default shockbolt of enemy, making them brighter and easier to find. Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Self-Portrait Over Grass 1.7.0Modifies the "Customize" subdialog of the character creation dialog to add optional floor backdrops behind the character display, to allow better assessment of the appearance of various cosmetic options like dark hair. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 26 / 27% |
| Size | medium |
| Lifes / Deaths | Killed by Bethidanor the blue ooze at level 20 on the 52nd Haze 122nd year of Ascendancy at 05:17 / 2Killed by Celia at level 26 on the 24th Regrowth 123rd year of Ascendancy at 20:26 |
Primary Stats
| Strength | 14 (base 10) |
| Dexterity | 16 (base 10) |
| Constitution | 55 (base 44) |
| Magic | 84 (base 57) |
| Willpower | 33 (base 18) |
| Cunning | 11 (base 11) |
Resources
| Life | -676/338 |
| Mana | 320/320 |
| Soul | 9/16 |
| Healing Factor | 1.5649358927269 |
| Regeneration | 3.5211057586356 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 7 |
| Infravision | 2 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 42 |
| Accuracy | 26 |
| Crit Chance | 8% |
| APR | 11 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 64 |
| Crit Chance | 33% |
| Speed | 1 |
Offense: Mind
| Mindpower | 26 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Arcane | +3% |
| Cold | +78% |
| All | 0% |
| Lightning | +6% |
| Light | +18% |
| Physical | +6% |
| Fire | +6% |
| Nature | +10% |
Offense: Damage Penetration
| Mind | +10% |
| Cold | +28% |
Defense: Base
| Armour (hardiness) | 37 (50.65183292883%) |
| Defense | 37 |
| Ranged Defense | 37 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 39 |
| Mental Save | 24 |
Defense: Resistances
| Arcane | + 43%( 70%) |
| Cold | + 70%( 70%) |
| All | + 36%( 70%) |
| Lightning | + 51%( 70%) |
| Light | + 45%( 70%) |
| Temporal | + 43%( 70%) |
| Physical | + 42%( 70%) |
| Darkness | + 47%( 70%) |
| Nature | + 56%( 70%) |
Defense: Immunities
| Confusion Resistance | 10% |
| Stun Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: EtherealUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous 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 32% all resistance, you move 42% faster, and you are invisible (power 26). Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 117 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 Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 21 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 419 damage for 4 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 3 physical, 3 blight, 3 mind, 3 nature |
Class Talents
| Spell / Glacial waste | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.60 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Rime wraith | 1.60 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
| Spell / Spectre | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 3/5 |
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Reaping |
| talent | Utterly Destroyed |
| talent | Spikes of Decrepitude |
| talent | Grim Shadow |
| talent | Chant of Fortress |
| detrimental effect | The target is confused, acting randomly (chance 50%), unable to perform complex actions and takes 84.45 darkness damage per turn. Bane of Confusion |
| beneficial effect | The target is protected by a prismatic shield blocking many instances of damage. Remaining: 5 lightning, 3 physical, 3 blight, 3 mind, 3 nature Prismatic Shield |
| detrimental effect | The more you use runes, the longer they will take to recharge (+5 cooldowns). Runic Saturation |
| detrimental effect | Soul absorbed upon death. Soul Leech |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | 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. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 9. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed pouch of bone giant dust. * You've found the needed chunk of ghoul flesh. You have aided Stire of Derth in creating an elixir of avoidance. Stire of Derth has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit has completed an elixir of serendipity without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed warg claw. * You've found the needed skeleton mage skull. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Hailbreeze the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +8 Lck +5 Dex offense ------ Damage +18% light Ignore resists +20% cold When Hit 4 cold defense ------ Armor +3 Resistance +6% light +12% cold Stealth +7 A pair of boots made of leather. |
| Light source | Bethanne the alchemist's lamp1.0 Encumbrance T3 lite [Random Unique] Nature/Master While equipped: defense ------ Resistance +12% lightning +3% temporal Physical save +15 (+5 eff.) Healmod +26% Confus Resist +10% other ------- Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Gydakira' (0 def, 3 armour) =water=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ When Hit 6 acid On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue +3% Resistance +12% lightning +3% temporal +11% cold +5% arcane +3% nature other ------- Breathe water A cap made of leather. |
| Tool | Issurethel the dwarven-steel pickaxe (dig speed 28 turns)3.0 Encumbrance T3 digger tool [Rare] Nature While equipped: Stats +2 Str +4 Con offense ------ Damage +7% nature +6% physical On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +12% nature +1% physical Unlife -40.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | conjurer's copper ring of perseverance =wil/mag/sp=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Wil +5 Mag offense ------ Spellpower +7 (+2 eff.) defense ------ Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
| On fingers | Vargh Redemption0.1 Encumbrance T2 ring jewelry [Unique] Nature While equipped: Stats +6 Con +4 Wil offense ------ Damage +15% cold defense ------ Resistance +10% nature +25% cold other ------- Max mana +20.00 Max air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 21.75 cold and 12.95 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 5/60 This azure ring seems to be always moist to the touch. |
| Around waist | Getihad the Starpython1.0 Encumbrance T3 belt armor [Random Unique] Arcane While equipped: offense ------ Damage +9% cold When Hit 4 light defense ------ Armor +14 Resistance +8% light +7% darkness Create a temporary shield that absorbs 712 damage Puts all charms on 30 turn cooldown A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Layyserin' (30-36 power, 6 apr, cold element)5.0 Encumbrance T5 staff 2H weapon [Random Unique] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +19% Spellpower +26 (+7 eff.) Damage +3% arcane +30% cold Ignore resists +10% mind When Hit 4 mind defense ------ Physical save +10 (+3 eff.) Spell save +11 (+4 eff.) Mind save +12 (+6 eff.) other ------- Talents +1 Command Staff This staff offers 30% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
| On hands | Tundrarune the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +2 Wil offense ------ Damage +3% nature +9% cold defense ------ Armor +1 Resistance +6% nature other ------- Infravision +1 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 | Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+5 eff.) Resistance +15% cold +7% all other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Ice +0.30 Spell/Grave +0.30 Spell/Frost alchemy On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +1 Str +1 Con defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ravenwish0.1 Encumbrance T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag offense ------ Spell Crit +4% Critical power +10.00% Spellpower +4 (+1 eff.) Damage +5% acid +6% fire +6% lightning +5% cold When Hit 6 physical 2 darkness 4 temporal defense ------ Defense +5 (+2 eff.) Resistance +6% temporal Amulets make your neck look great! |
Inventory
corrosive dwarven-steel steamsaw of the stars (24-35 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego++] Arcane/Steamtech Weapon Damage 23.5 - 35.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +43 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Mag +2 Cun +3 Con offense ------ Damage +12% light +11% darkness When Hit: * 11% chance to reduce armor by 40% defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% Resistance +14% acid +14% light +13% darkness other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
elemental dwarven-steel steamsaw (18-26 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Arcane/Steamtech Weapon Damage 17.5 - 26.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +45 On Hit: * Create an explosion dealing 106 fire damage (1/turn) Uses 1.0 Steam While equipped: offense ------ Damage +10% fire Ignore resists +9% fire defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
radiant steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +12% darkness other ------- Light +1 A suit of armour made of mail. |
pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +4 Fatigue +3% Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.0 Power cost 25 out of 25/25. Range 8 Cooldown: 25 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
sand dwarven-steel gauntlets of war-making (0 def, 9 armour)1.5 Encumbrance T2 hands armor [Ego+] Nature/Master While equipped: offense ------ Spell Crit +11% Critical power +10.00% Damage +6% physical defense ------ Armor +9 Fatigue +3% 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. |
warbringer's steel dagger (10-14 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 10.5 - 13.7 Physical Uses 50% Str, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +2 Con offense ------ Ignore resists +7% physical defense ------ Disarm Resist +10% Sharp, short and deadly. |
Dagger of the Past (25-32 power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+4 eff.) Spell save +10 (+3 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
rejuvenating cured leather armour of acid resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego] Nature/Master While equipped: defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +7% Resistance +17% acid Life Regen +2.40 A suit of armour made of leather. |
clarifying cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane/Psionic While equipped: Stats +3 Mag +4 Cun +2 Con offense ------ Damage +7% arcane defense ------ Defense +2 (+1 eff.) Mind save +7 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
potent yew starstaff of might (23-28 power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 23.0 - 27.6 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 +13% Spellpower +12 (+3 eff.) Damage +23% light other ------- Talents +1 Command Staff This staff offers 23% bonus to light damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
mindwoven cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Psionic While equipped: defense ------ Resistance +11% all Mind save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
blighted elven-wood vilestaff (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 +10% Spellpower +16 (+4 eff.) Damage +25% fire other ------- Talents +1 Command Staff This staff offers 25% bonus to fire damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Robe of the Worm of power (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane While equipped: offense ------ Spellpower +10 (+3 eff.) Damage +6% all defense ------ Resistance +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel steamsaw of shearing (22-32 power, 0 apr)3.0 Encumbrance T3 steamsaw 1H weapon Reqs Str 24 Steam Pool [Ego+] Master/Steamtech Weapon Damage 21.5 - 32.2 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +3.0% Attack Speed 100% Block +44 Uses 1.0 Steam While equipped: offense ------ Ignore resists +7% all defense ------ Armor +4 Defense +6 (+3 eff.) Fatigue +8% other ------- Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
voratun steamsaw of shearing (42-63 power, 0 apr)3.0 Encumbrance T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Weapon Damage 42.0 - 63.0 Phys.bleed Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +5.0% Attack Speed 100% Block +100 Uses 1.0 Steam While equipped: offense ------ Ignore resists +8% all defense ------ Armor +6 Defense +10 (+4 eff.) Fatigue +12% other ------- Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
impenetrable dwarven-steel mail armour of spell shielding (3 def, 20 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Arcane/Master While equipped: defense ------ Armor +20 Defense +3 (+1 eff.) Fatigue +12% Resistance +6% arcane Spell save +16 (+5 eff.) A suit of armour made of mail. |
pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego] Master While equipped: defense ------ Armor +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Master While equipped: Stats +3 Dex defense ------ Armor +2 Fatigue +3% 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. |
flaming dwarven-steel waraxe of crippling (20-28 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Arcane/Master Weapon Damage 20.0 - 28.0 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% On-Hit, radius 1 +7 fire On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: One-handed war axes. |
hateful dwarven-steel waraxe of evisceration (23-32 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master/Psionic Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Damage Against +11% Living On Critical: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% While equipped: One-handed war axes. |
impenetrable dwarven-steel mail armour of clarity (3 def, 16 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego] Master/Psionic While equipped: defense ------ Armor +16 Defense +3 (+1 eff.) Fatigue +12% Resistance +7% mind Mind save +13 (+6 eff.) A suit of armour made of mail. |
dragonbone starstaff of breaching (30-36 power, 6 apr, physical element)5.0 Encumbrance T5 staff 2H weapon [Ego+] Arcane Weapon Damage 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Spell Crit +5% Spellpower +15 (+4 eff.) Damage +30% physical Ignore resists +15% physical other ------- Talents +1 Command Staff This staff offers 30% bonus, 15% penetration to physical damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
shimmering cashmere robe of the mind (+16%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Damage +16% mind +17% arcane defense ------ Resistance +16% mind +11% all other ------- Max mana +25.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dwarven-steel longsword of amnesia (22-31 power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Str 24 [Ego+] Psionic Weapon Damage 22.0 - 30.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
exposing dwarven-steel shield of shrapnel (0 def, 6 armour, 74.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Master/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On shield block: * Cause enemies within radius 6 to bleed for 104 physical damage over 5 turns (1/turn) On-Hit (Melee): * 7% chance to reduce all saves and defense by 18 When Hit: * 16% chance to reduce all saves and defense by 18 defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
radiant steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training Str 20 [Ego+] Nature While equipped: Stats +1 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +10% blight +11% darkness other ------- Light +2 A suit of armour made of mail. |
Spelldrinker (27-35 power, 8 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Weapon Damage 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +9.0% Attack Speed 100% On Hit: 15% Disperse Magic level 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag defense ------ Resistance +12% arcane Spell save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
cashmere cloak 'Tempestthorn' (2 def, 0 armour) =cold dmg=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +3 Cun +3 Dex offense ------ Damage +12% arcane +9% cold Ignore resists +10% arcane +15% lightning When Hit 4 lightning defense ------ Defense +2 (+1 eff.) Resistance +12% lightning +6% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
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. |
gold ring 'Torchfury' =blight=0.1 Encumbrance T3 ring jewelry [Random Unique] Nature While equipped: Stats +4 Con offense ------ Damage +13% nature +12% fire defense ------ Resistance +11% blight +3% fire +33% nature +6% light Physical save +8 (+2 eff.) Poison Resist +16% Disease Resist +19% Rings make your fingers look great! |
Eruregohad the Kindlebloom [power 225] (16/15 cooldown)2.0 Encumbrance T3 wand charm [Random Unique] Arcane While equipped: Stats +5 Wil offense ------ Ignore resists +15% fire other ------- Wards +3 acid +4 lightning +3 darkness +3 mind Talents +1 Ward Fire a magical bolt dealing 400 cold damage Puts all charms on 15 turn cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 15% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Wretchkill (0 def, 0 armour) =stats=2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Psionic While equipped: Stats +5 Str +10 Mag +12 Wil +4 Con offense ------ Damage +10% lightning +8% physical +11% nature +8% cold Ignore resists +10% nature On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +8% lightning +8% cold +18% fire +11% all Poison Resist +26% Disease Resist +20% other ------- Mana/turn +0.18 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+1 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Spell Crit +3% Damage +6% all Item imbue powers: Spell Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
Pitch's kiss (0 def, 4 armour) =wil=3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +10 Wil +3 Cun +1 Con offense ------ On-Hit (Melee): * 20% chance to reduce armor by 40% defense ------ Armor +4 Fatigue +3% Resistance +12% darkness Physical save +8 (+2 eff.) Spell save +10 (+3 eff.) Mind save +9 (+4 eff.) other ------- Light +1 Infravision +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
2 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. |
Icedash (0 def, 18 armour) =main item=2.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Damage +18% cold defense ------ Armor +18 Fatigue +3% Resistance +6% light +6% fire Cut Resist +10% Disarm Resist +20% other ------- Infravision +2 A cap made of leather. |
Elywyn the Murkshine (15-18 power, 3 apr, arcane element) =stats=5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +9 Mag +7 Wil +7 Cun offense ------ Spell Crit +2% Spellpower +12 (+3 eff.) Spellpower/crit +5 Damage +15% arcane +9% darkness Ignore resists +10% darkness When Hit 2 darkness defense ------ Defense +7 (+3 eff.) Resistance +6% darkness other ------- Max mana +54.00 Light +3 Talents +1 Command Staff This staff offers 15% bonus to arcane damage. (included above) Illuminate: Puts all charms on 6 turn cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 143.40 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. |
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. |
3 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Spell Crit +2% Damage +4% all Item imbue powers: Spell Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
dwarven-steel helm 'Blackking' (0 def, 4 armour) =dark pen=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +6 Str +2 Mag +4 Con offense ------ Ignore resists +15% darkness defense ------ Armor +4 Fatigue +4% Resistance +6% darkness other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel pickaxe 'Issydas' (dig speed 6 turns) =dmg cds=3.0 Encumbrance T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +2 Str +2 Mag offense ------ Spell Crit +2% Critical power +13.00% Ignore Shields +10% When Hit 8 blight defense ------ Resistance +5% darkness +7% fire other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tideworth the hardened leather belt =cold pen=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +3 Wil +4 Cun offense ------ Damage +6% fire Ignore resists +10% mind +20% cold defense ------ Resistance +9% mind +9% cold Physical save +13 (+4 eff.) Spell save +13 (+4 eff.) Mind save +15 (+7 eff.) A belt that goes around your waist. |
shatter afflictions rune of the titan (absorb 75; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 20 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 75 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stabilizing steel amulet of healing0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +14% temporal Healmod +11% Cut Resist +40% Pinning Resist +25% Knockbk Resist +23% Heal: Puts all charms on 35 turn cooldown Effective talent level: 1.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 142 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
overpowered ash totem of healing [power 314] (16/21 cooldown) =escort=2.0 Encumbrance T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 314 Puts all charms on 21 turn cooldown Natural totems are made by powerful wilders to store nature power. |
teleportation rune of the wizard (range 115; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 115 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Vorildaseda (0 def, 1 armour) =blight res=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +1 Resistance +6% lightning +5% temporal +15% blight +6% nature +6% acid Spell save +3 (+1 eff.) A pair of boots made of leather. |
Cyrenn the Tidelady =silence res=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Damage +9% cold defense ------ Resistance +3% lightning +6% cold +9% mind Physical save +5 (+1 eff.) Life Regen +4.00 Silence Resist +20% A belt that goes around your waist. |
rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Starwar the rough leather belt =wil=1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Wil +4 Cun offense ------ Damage +3% light defense ------ Life Regen +0.80 Healmod +10% other ------- See Invisibility +3 A belt that goes around your waist. |
Adayann the ash magestaff (15-18 power, 3 apr, cold element) =stats=5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Dex +4 Mag +1 Wil +3 Con offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Damage +15% cold defense ------ Armor +9 Hardiness +6% Physical save +6 (+2 eff.) other ------- Max mana +32.00 Talents +1 Command Staff This staff offers 15% bonus to cold damage. (included above) Staves designed for wielders of magic, by the greats of the art. |
Duvihad the linen cloak (1 def, 0 armour) =str/mag/con=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Mag +2 Con defense ------ Defense +1 (+0 eff.) Mind save +3 (+1 eff.) other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Radhythel the Icewire =cold pen=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: offense ------ Critical power +6.00% Spellpower/crit +6 Damage +3% cold Ignore resists +15% cold When Hit 4 cold other ------- Mana-on-crit +2.00 A belt that goes around your waist. |
stormwoven woollen robe of fire (+7%) (0 def, 0 armour) =str/mag/wil=2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: Stats +5 Str +5 Mag +5 Wil offense ------ Damage +9% lightning +7% physical +5% cold +11% fire defense ------ Resistance +7% lightning +8% cold +16% fire +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
grounding iron helm of the depths (0 def, 3 armour) =water=3.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% cold +5% temporal other ------- Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
pair of rough leather boots 'Duathelquell' (0 def, 1 armour) =cold/dark pen=2.0 Encumbrance T1 feet armor [Rare] Nature While equipped: Stats +2 Str +1 Wil offense ------ Ignore resists +10% darkness +20% cold When Hit 4 darkness defense ------ Armor +1 Resistance +6% lightning +6% temporal A pair of boots made of leather. |
restful copper amulet of willpower (+3) =wil=0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil defense ------ Fatigue -5% Life Regen +2.00 Amulets make your neck look great! |
Nerodabeth the rough leather belt =dex/wil/cun=1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +3 Dex +6 Wil +3 Cun +6 Lck offense ------ On-Hit (Melee): * 10% chance to slow global speed by 44% defense ------ Resistance +5% arcane Stealth +6 other ------- Disarm Traps +7 Infravision +3 A belt that goes around your waist. |
restful copper amulet of manastreaming0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 defense ------ Fatigue -5% Life Regen +1.00 other ------- Mana/turn +0.11 Max mana +21.00 Amulets make your neck look great! |
Eye of the Dreaming One =wil=2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 7 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Rod of Recall (1/1)2.0 Encumbrance 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. |
ethereal rune of the wizard (power 25; resist 26%; move 50%; dur 5; cd 22)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 27 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 50% faster, and you are invisible (power 25). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
teleportation rune of the wizard (range 149; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 19 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 149 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
nightwalker's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature While equipped: Stats +5 Wil offense ------ Critical power +12.00% defense ------ Life +49.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Achievements
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Nadine III the Higher Necromancer level 23
2nd Regrowth 123rd year of Ascendancy at 19:53 see stats
Home sweet home (Insane (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Nadine III the Higher Necromancer level 25
5th Regrowth 123rd year of Ascendancy at 16:31 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Nadine III the Higher Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 06:41 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Nadine III the Higher Necromancer level 20
51st Haze 122nd year of Ascendancy at 22:38 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Nadine III the Higher Necromancer level 10
13rd Haze 122nd year of Ascendancy at 05:09 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Nadine III the Higher Necromancer level 10
13rd Haze 122nd year of Ascendancy at 03:41 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Nadine III the Higher Necromancer level 6
79th Pyre 122nd year of Ascendancy at 18:22 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Nadine III the Higher Necromancer level 9
9th Mirth 122nd year of Ascendancy at 05:23 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Nadine III the Higher Necromancer level 26
20th Regrowth 123rd year of Ascendancy at 09:21 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Nadine III the Higher Necromancer level 16
32nd Haze 122nd year of Ascendancy at 15:13 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Nadine III the Higher Necromancer level 20
52nd Haze 122nd year of Ascendancy at 05:17 see stats
Log
Ghoulking is knocked back!
Nadine III's tidal wave hits Ghoulking for 19 cold, 11 physical (30 total damage).
Talent Born into Magic is ready to use.
Talent Corpselight is ready to use.
Spikes of Decrepitude hits Ghoulking for 38 cold, 16 darkness (54 total damage).
Bane of Confusion from Celia hits Nadine III for 64 darkness damage.
Nadine III casts Rune: Prismatic.
Nadine III summons a prismatic shield for protection!
Ghoulking is knocked back!
Nadine III's tidal wave hits Ghoulking for 19 cold, 11 physical (30 total damage).
Talent Rune: Shielding is ready to use.
Spikes of Decrepitude hits Ghoulking for 38 cold, 16 darkness (54 total damage).
Spikes of Decrepitude hits Ghast for 34 cold, 27 darkness (61 total damage).
Bane of Confusion from Celia hits Nadine III for 64 darkness damage.
Spikes of Decrepitude killed Ghoulking!
Nadine III casts Rune: Shielding.
A shield forms around Nadine III.
Black Ice is still on cooldown for 2 turns.
Nadine III is confused and fails to use Corpselight.
Something hits Nadine III for (65 absorbed), 0 cold (0 total damage).
Talent Ghost Walk is ready to use.
Spikes of Decrepitude hits Ghoul for 38 cold, 20 darkness (58 total damage).
Spikes of Decrepitude hits Ghast for 30 cold, 22 darkness (52 total damage).
Bane of Confusion from Celia hits Nadine III for (64 absorbed), 0 darkness (0 total damage).
Nadine III is confused and fails to use Corpselight.
Your shield crumbles under the damage!
The shield around Nadine III crumbles.






















































































































