








Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Particle Cleanup 1.7.0An experimental addon that attempts to detect and remove "orphaned" particle display effects left behind by temporary status effects or sustained talents. The check is performed automatically on character load, and can also be triggered manually via the keybinding <Ctrl-Alt-Shift-P>. Also available as part of the Bugnibus Bugfix Pack. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: 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 EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Yeek |
| Class | Archmage (High Thaumaturgist) |
| Level / Exp | 29 / 10% |
| Size | small |
| Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
| Strength | 7 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 22) |
| Magic | 76 (base 60) |
| Willpower | 67 (base 43) |
| Cunning | 22 (base 11) |
Resources
| Life | 243/243 |
| Mana | 388/388 |
| Healing Factor | 1.162941519274 |
| Regeneration | 0.98850029138288 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +25.851795037758% |
| Spell | 0% |
| Global | +115% |
Vision
| Sight | 10 |
| Lite | 11 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 26 |
| Accuracy | 14 |
| Crit Chance | 7% |
| APR | 4 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 58 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 37 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +5% |
| Lightning | +54% |
| Light | +9% |
| Cold | +7% |
| Blight | +7% |
| Physical | +5% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Lightning | +92% |
Defense: Base
| Armour (hardiness) | 13 (45%) |
| Defense | 16 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 29 |
| Spell Save | 42 |
| Mental Save | 38 |
Defense: Resistances
| Acid | + 23%( 70%) |
| Arcane | + 26%( 70%) |
| Cold | + 23%( 70%) |
| All | + 11%( 70%) |
| Physical | + 28%( 70%) |
| Darkness | + 31%( 70%) |
| Light | + 16%( 70%) |
| Temporal | + 26%( 70%) |
| Mind | + 30%( 70%) |
| Lightning | + 43%( 70%) |
| Fire | + 39%( 70%) |
| Nature | + 23%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 100% |
| Pinning Resistance | 93% |
| Instadeath Resistance | 100% |
| Silence Resistance | 50% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 4 turns and blocking 163 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 473% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| 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 816 damage for 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Spell / Temporal | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 3/5 |
| 4/5 |
| 4/5 |
| 3/5 |
| Spell / Thaumaturgy | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Arcane | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Spell / Phantasm | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 / Water | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Storm | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Generic Talents
| Spell / Aegis | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Divination | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Conveyance | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Yeek | 1.00 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
| talent | Thunderstorm |
| talent | Hurricane |
| talent | Tempest |
| talent | Feather Wind |
| talent | Disruption Shield |
| talent | Arcane Power |
| talent | Chant of Fortress |
| talent | Shielding |
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 |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You have been tasked to remove at least one of the threats to the yeeks. Following The WayProtect the Way, and vanquish your foes. * You have explored the underwater zone and vanquished the naga invader, Lady Nashva. * You have explored the ritch tunnels and vanquished their queen. | done |
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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
You must find a way to Maj'Eyal through the tunnel to the north of the island. Light at the end of the tunnel | done |
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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed xorn fragment. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Manugathad (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Armour +1 Resists +15% lightning +6% temporal Crit.chn- 5.00% Phys.save +3 (+2 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% A pair of boots made of leather. |
| Light source | ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +5 (+2 eff.) ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Airnaught the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Wil dps ---------- Res.pen +20% lightning ----- def ----- Defense +2 (+2 eff.) Resists +3% nature Crit.chn- 10.00% Phys.save +8 (+4 eff.) Spell.save +12 (+4 eff.) Confus- +20% Stun/Frz- +10% A pointy cloth hat, very wizardly... |
| Tool | steel torque of psionic shield [power 59] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 59 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Bolttrial'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +20.00% Dmg.mod +12% lightning ----- def ----- Resists +12% lightning Mind.save +9 (+3 eff.) Confus- +26% ---------- misc Light +3 Rings make your fingers look great! |
| On fingers | Noonbearer the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Dmg.mod +9% light Res.pen +5% light Acc +7 (+6 eff.) Melee Ret 4 mind ----- def ----- Resists +6% light +6% mind ---------- misc Light +3 Rings make your fingers look great! |
| Around waist | rough leather belt 'Blasthash'1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +25% lightning ----- def ----- Resists +3% acid HP.reg +0.60 Heal.mod +10% ---------- misc See.Invis +6 A belt that goes around your waist. |
| In main hand | ethereal yew magestaff of invocation (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +21 (+6 eff.) S.pwr/crit +5 Dmg.mod +20% lightning Phasing +15% ----- def ----- Defense +11 (+7 eff.) Shield.pwr +8% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 25.85 to 31.03 lightning damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 99.42 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | focusing cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +5% acid +5% physical +5% fire +7% cold ----- def ----- Resists +11% acid +11% physical +14% fire +13% cold +11% all ---------- misc Mana/turn +0.16 Psi/turn +0.16 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | spellcowled linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +1 (+1 eff.) Resists +12% darkness +11% temporal Spell.save +5 (+2 eff.) Def/telep +12 Res/telep +11% Dur/telep +11% ---------- misc Max.mana +42.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Chargebraid'0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +12.00% Spell.pwr +7 (+2 eff.) Dmg.mod +7% blight +7% fire +12% lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 24 ----- def ----- Resists +15% mind +9% lightning Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 74; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 77; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 74; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 74 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 18%; mental; dur 3; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shielding rune of the wizard (absorb 440; dur 5; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 440 damage for 5 turns. 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. |
starlit steel amulet of mastery (0.19 Spell / Temporal)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +11% darkness Blind- +30% ---------- misc Masteries +0.19 Spell/Temporal Amulets make your neck look great! |
warrior's copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
warrior's steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +7% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Nightire the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +1 Mag +2 Cun +4 Con dps ---------- Acc +8 (+6 eff.) Melee Ret 6 darkness ----- def ----- Resists +9% mind Rings make your fingers look great! |
Scorpionmortal the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% arcane +6% light +6% nature Res.pen +25% nature ----- def ----- Resists +6% nature Blind- +37% ---------- misc Light +3 Infravis +5 See.Stealth +11 See.Invis +10 Rings make your fingers look great! |
conjurer's copper ring of warding0.1 T1 ring jewelry [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+2 eff.) ----- def ----- Resists +12% acid +12% fire +13% lightning +11% cold Rings make your fingers look great! |
gladiator's copper ring of tenacity0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+6 eff.) ----- def ----- Max.HP +22.00 Disarm- +21% Pinning- +22% Knockbk- +22% Rings make your fingers look great! |
psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+2 eff.) Rings make your fingers look great! |
rogue's gold ring of pilfering0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +4 Cun dps ---------- Acc +8 (+6 eff.) Apr +9 ----- def ----- Defense +17 (+10 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
rogue's steel ring of blight (+10%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% blight ----- def ----- Defense +8 (+6 eff.) Resists +10% blight Rings make your fingers look great! |
rogue's steel ring of the mountain (+11%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +11% physical ----- def ----- Defense +4 (+4 eff.) Resists +11% physical Rings make your fingers look great! |
wizard's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings make your fingers look great! |
Poltergeist's Spellblaze Shard (120% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Defense +4 (+4 eff.) Resists +10% blight +10% fire Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Balaran (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +2% Spell.pwr +17 (+5 eff.) Melee+ 19 arcane Dmg.mod +15% lightning Res.pen +5% acid +5% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +9% acid ---------- misc Mana/turn +0.14 Max.mana +81.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Crystal Shard (113% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane Power 113% Range: 1.2x Uses 130% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
Eclipse (117% power, 4 apr, darkness element)5.0 T2 staff 2H weapon [Unique] Arcane Power 117% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +12 (+3 eff.) Dmg.mod +15% light +15% physical +15% darkness +15% temporal ---------- misc P.En/turn +0.10 N.En/turn +0.10 Talents +1 Command Staff Cooldown Twilight -1 Moonlight Ray -1 Searing Light -1 This tall staff is tipped with a pitch black sphere that yet seems to give off a strong light. |
Kor's Fall (100% power, 0 apr, fire element)5.0 T1 staff 2H weapon [Unique] Arcane Power 100% Range: 1.2x Uses 110% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 165.25 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (331). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Poltergeist's Penitence (111% power, 4 apr, physical element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Nature Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Armour +2 Resists +30% blight +30% physical +2% all Affinity +20% physical Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
cruel elm magestaff of might (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane/Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (100% power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Normal] Power 100% Range: 1.2x Uses 80% Mag Dmg Physical 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 ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of channeling (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego++] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +27 (+7 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ---------- misc Mana/turn +0.24 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash vilestaff of greater warding (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego++] Arcane/Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +15% darkness ----- def ----- Armour +7 Defense +7 (+5 eff.) HP.reg +0.70 Heal.mod +16% ---------- misc Wards +3 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash magestaff of power (117% power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 117% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+4 eff.) Dmg.mod +18% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
grounding rough leather belt1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal A belt that goes around your waist. |
rough leather belt 'Glimmerkin'1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% mind +5% light ----- def ----- Resists +8% light +6% darkness ---------- misc Light +3 A belt that goes around your waist. |
rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +20 A belt that goes around your waist. |
Poromina the Douroozer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +2.0% Crit.mult +15.00% Melee Ret 4 fire ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness Die.at -40.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hellbiter' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +15 (+4 eff.) S.pwr/crit +2 Res.pen +5% arcane ----- def ----- Defense +1 (+1 eff.) Resists +3% fire Spell.save +7 (+2 eff.) Mind.save +6 (+2 eff.) ---------- misc Mana/turn +0.08 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Murkdeath the linen robe (0 def, 4 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +5 Str +5 Mag +5 Wil dps ---------- Dmg.mod +7% lightning +7% physical +7% cold On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +4 Resists +6% lightning +13% cold +12% light +7% all Max.HP +80.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's linen robe of alchemy (0 def, 0 armour)2.0 T1 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +6% acid +5% physical +8% fire +7% cold ----- def ----- Resists +11% acid +12% physical +11% darkness +11% cold +11% fire +12% mind +7% all Phys.save +11 (+6 eff.) Spell.save +11 (+4 eff.) Mind.save +22 (+8 eff.) ---------- misc Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of light (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +16% light +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Ce'Nyra the Sleetwisp (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +15% cold ----- def ----- Armour +1 Resists +6% lightning +6% temporal +3% mind A pair of boots made of leather. |
grounding pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature While equipped: ----- def ----- Armour +1 Resists +5% lightning +5% temporal A pair of boots made of leather. |
pair of dwarven-steel boots 'Ariba' (1 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +2 Str +6 Dex +4 Wil +3 Cun dps ---------- Phys.crit +2.0% ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +3% Resists +5% fire +10% cold Phys.save +5 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+3 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Belechik' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue -1% Resists +3% darkness +3% cold Crit.chn- 15.00% Phys.save +9 (+5 eff.) Max.HP +20.00 Heal.mod +15% Stun/Frz- +20% ---------- misc Max.enc +28 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Emelynn the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +3 Mag +7 Wil dps ---------- Crit.mult +15.00% Melee+ 11 cold Dmg.mod +6% cold Melee Ret 4 mind ----- def ----- Armour +2 Resists +7% cold ---------- misc Max.vim +30.00 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. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 56.36 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
blighted rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Resists +6% blight 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. |
hardened leather gloves 'Emelanor' (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str dps ---------- Crit.mult +10.00% Apr +2 ----- def ----- Armour +6 Spell.save +18 (+6 eff.) Mind.save +8 (+3 eff.) Max.HP +42.00 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. |
Betilaith (0 def, 5 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Wil +3 Con dps ---------- Dmg.mod +9% mind ----- def ----- Armour +5 Fatigue +1% Resists +9% lightning +3% light Confus- +20% A cap made of leather. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 51.31 to 153.93 lightning damage (102.62 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Crown of Burning Pain (13 def, 0 armour)4.0 T3 head armor Reqs Cun 25 [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +35% fire ----- def ----- Defense +13 (+8 eff.) Fatigue +4% Resists +35% fire Meteor Rain: Level 2.0 Pwr.cost 25 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 78.10 fire and 67.22 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Glintnull (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +12% acid +12% darkness +10% light Knockbk- +10% Teleport- +20% A cap made of leather. |
Hanahek the Serpentknave (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +9 Dex +1 Con dps ---------- Melee Ret 2 nature ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
cashmere wizard hat of knowledge (2 def, 0 armour)2.0 T3 head armor [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Defense +2 (+2 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of corrosion (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +15% acid A pointy cloth hat, very wizardly... |
miner's rough leather cap of constitution (+3) (0 def, 3 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
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. |
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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +44.00 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
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. |
steel torque of mindblast [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 165 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
Nerodawen [power 200] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: Stats +4 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+4 eff.) ----- def ----- Mind.save +12 (+4 eff.) ---------- misc Hate/m.crit +4.00 Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 26% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
elm totem of stinging 'Starwill' [power 122] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +5% arcane Max.HP +60.00 Poison- +10% Cut- +20% Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
Achievements
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Lazk the Yeek Archmage level 16
64th Dusk 122nd year of Ascendancy at 20:34 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Lazk the Yeek Archmage level 20
27th Haze 122nd year of Ascendancy at 20:39 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Lazk the Yeek Archmage level 10
1st Flare 122nd year of Ascendancy at 18:52 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Lazk the Yeek Archmage level 20
27th Haze 122nd year of Ascendancy at 14:22 see stats
Poisonous (Nightmare (Roguelike) difficulty)
Sided with the assassin lord.By Lazk the Yeek Archmage level 23
42nd Haze 122nd year of Ascendancy at 11:32 see stats
Shasshhiy'Kaish (Nightmare (Roguelike) difficulty)
Killed Shasshhiy'Kaish after letting her grow as powerful as possible.By Lazk the Yeek Archmage level 25
69th Haze 122nd year of Ascendancy at 21:45 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Lazk the Yeek Archmage level 23
36th Haze 122nd year of Ascendancy at 01:06 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Lazk the Yeek Archmage level 12
5th Flare 122nd year of Ascendancy at 14:57 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Lazk the Yeek Archmage level 27
76th Haze 122nd year of Ascendancy at 11:21 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Lazk the Yeek Archmage level 12
7th Flare 122nd year of Ascendancy at 20:16 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Lazk the Yeek Archmage level 27
76th Haze 122nd year of Ascendancy at 00:44 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Lazk the Yeek Archmage level 28
2nd Wintertide 123rd year of Ascendancy at 16:41 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Lazk the Yeek Archmage level 20
28th Haze 122nd year of Ascendancy at 12:18 see stats
Log
Today is the 70th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 71st Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:43.
Today is the 72nd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:06.
Today is the 73rd Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 03:16.
You don't see how to get there...
Today is the 74th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:40.
There is a Entrance to the Scintillating Caves here (press '' or right click to use).
Today is the 75th Regrowth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:50.
There is a Elvala (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Saving game...
Saving done.
Ran for 4 turns (stop reason: didn't move).
Ran for 7 turns (stop reason: didn't move).
Ran for 4 turns (stop reason: didn't move).
The furious lightning storm around Lazk calms down and disappears.






































































































