











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Easy Map v2 1.6.0Description Original Easy Map mod by Codefly This addon replaces ToME's map display with one that's more in-line with other games. You can drag the mouse to scroll, use the mouse wheel to zoom in and out, and left-click to set the currently viewed area (instead of accidentally traveling there, which can still be done via right-click menu). It also shows the viewport rectangle on the map, and if your computer is powerful enough, you can even show the actual terrain instead of the confusing color blocks, or make the walls red to easily find paths you have yet to explore. The player and zone exits are also displayed as icons on the map. Additionally, if you travel via the map and stop unexpectedly (i.e., you ran into your golem), a friendly dialog will pop up asking if you'd like to continue to your destination. Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Обновление: Я просто пофиксил чекер версии мода и убрал всплывающее окошко о новой версии игры и изменил цвет легенды на черный Мод заменяет карту игры на нечто более схожее с другими играми. Вы можете перемещать карту мышкой, приближать или отдалять карту колесиком и устанавливать текущий обзор левым кликом мыши (вместо того, что бы случайно переместиться туда, как было ранее). Карат способна отображать реальную местность ландшафта и окрашивать непроходимые места в красный цвет, что бы проще найти дорогу. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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 Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 22 / 25% |
| Size | medium |
| Lifes / Deaths | Killed by Maomb the thalore at level 10 on the 7th Dusk 122nd year of Ascendancy at 14:40 4 / 1 |
Primary Stats
| Strength | 20 (base 11) |
| Dexterity | 58 (base 43) |
| Constitution | 25 (base 10) |
| Magic | 20 (base 13) |
| Willpower | 15 (base 10) |
| Cunning | 82 (base 51) |
Resources
| Life | 563/563 |
| Stamina | 126/126 |
| Healing Factor | 1.2545178243369 |
| Regeneration | 9.5476776263644 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | -997 |
| Infravision | 5 |
| See Stealth | 46.018635404836 |
| See Invisible | 46.018635404836 |
| Stealth | 66 |
Offense: Mainhand
| Damage | 18 |
| Accuracy | 48 |
| Crit Chance | 51% |
| APR | 14 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 41 |
| Accuracy | 48 |
| Crit Chance | 53% |
| APR | 17 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +13% |
| Lightning | +16% |
| Light | +11% |
| All | 0% |
Offense: Damage Penetration
| Blight | +20% |
| Lightning | +10% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 11 (38.594633868923%) |
| Defense | 60 |
| Ranged Defense | 60 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 31 |
| Mental Save | 26 |
Defense: Resistances
| Lightning | + 31%( 70%) |
| Light | + 38%( 70%) |
| Darkness | + 33%( 70%) |
| Blight | + 34%( 70%) |
| Acid | + 27%( 70%) |
| Fire | + 24%( 70%) |
| All | + 14%( 70%) |
Defense: Immunities
| Poison Resistance | 25% |
| Instadeath Resistance | 100% |
Inscriptions (4/5)
| 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 646% 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 Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 158 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 268 life over 5 turns. Its effects scale with your Dexterity stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Throwing knives | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Scoundrel | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| talent | Quickdraw |
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Stealth |
| talent | Numbing Poison |
| talent | Crippling Poison |
| beneficial effect | The target is wreathed in shadows, increasing life regeneration by 5.2 and stamina regeneration by 1.2. Soothing Darkness |
| beneficial effect | Has 10 throwing knives prepared: 10 KnivesRange: 7 Net Damage: 113 - 158 Accuracy: 64 (knife) APR: 24 Crit Chance: +72% Crit mult: 200% Uses Stats: 50% Cun, 70% Dex |
| beneficial effect | Parrying melee and ranged attacks: Has a 33% chance to deflect up to 16 damage from the next 2.9 attack(s). Parried attacks cannot crit. Parrying |
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 grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You 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 Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 |
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: * '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.' * You've found the needed red crystal shard. * You've found the needed chunk of ghoul flesh. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' You have aided Agrimley the hermit in creating an elixir of explosive force. Ungrol of Last Hope needs your help making an elixir of foundations. 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.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' | 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 within8 lumberjacks have died. | 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 | pair of rough leather boots 'Xanudhetha' (25 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Psionic While equipped: Stats Wil +3, Cun +3, Con +2 offense ------ Physical Power +10 (+5 eff.) defense ------ Armor +1 Defense +25 (+6 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Stamina/turn +1.00 EQ when Hit +0.04 Max hate +10.00 A pair of boots made of leather. |
| Light source | nightwalker's brass lantern of the zealot2.0 Encumbrance T1 lite [Ego++] Nature/Disrupt While equipped: Stats Wil +4 offense ------ Physical Crit +4.0% Critical power +11.00% Physical Power +6 (+3 eff.) defense ------ Resistance +3% all Spell save +6 (+3 eff.) other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | rough leather cap 'Aniromintir' (0 def, 3 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +3, Dex +3 offense ------ Physical Crit +7.0% Ignore Armor +8 defense ------ Armor +3 Fatigue +1% Unlife -20.00 life A cap made of leather. |
| On hands | brawler's dwarven-steel gauntlets of the starseeker (0 def, 2 armour) =2 mag=1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats Str +2, Dex +2, Mag +2, Cun +5 defense ------ Armor +2 Fatigue +3% Resistance +6% light, +7% darkness Physical save +7 (+2 eff.) other ------- Infravision +2 Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 turn cooldown Effective talent level: 1.0 Power cost 17 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 28.88 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | Stormgrit the dwarven-steel pickaxe (dig speed 30 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats Str +3 offense ------ Physical Crit +2.0% Damage +3% lightning Ignore resists +5% darkness, +10% lightning Ignore Armor +4 defense ------ Fatigue -6% Unlife -20.00 life While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | titan's steel ring of light (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats Con +4 offense ------ Damage +11% light defense ------ Resistance +22% light Physical save +8 (+2 eff.) Rings make your fingers look great! |
| On fingers | wizard's steel ring of lightning (+20%) =2 mag lighn res=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Nature While equipped: Stats Mag +2 offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Spell save +4 (+2 eff.) Rings make your fingers look great! |
| Around neck | Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats Cun +10, Wil -5 defense ------ Resistance +15% blight, +15% darkness, +15% acid Physical save +15 (+5 eff.) Spell save +15 (+8 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
| In main hand | iron longsword 'Sparkhash' (12-16 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 11.5 - 16.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On-hit +4 darkness, +4 lightning On-crit, radius 2 +8 lightning On Critical: * Wound the target dealing 128 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +6 (+3 eff.) Damage +3% lightning When Hit 2 lightning defense ------ Resistance +12% fire Sharp, long, and deadly. |
| Around waist | reinforced rough leather belt of recklessness1.0 Encumbrance T1 belt armor [Ego++] Master While equipped: offense ------ Physical Crit +4.0% Critical power +6.00% Physical Power +3 (+2 eff.) defense ------ Armor +5 Defense +6 (+1 eff.) Physical save +11 (+3 eff.) A belt that goes around your waist. |
| In off hand | enhanced iron dagger of projection (10-14 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Nature/Psionic Weapon Damage 10.5 - 13.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats Str +4, Dex +3, Mag +3, Wil +3, Cun +3 Con +4 Sharp, short and deadly. |
| Cloak | Emurenn the cashmere cloak (10 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature/Master While equipped: Stats Cun +2, Dex +2 offense ------ Ignore resists +20% blight When Hit 8 blight defense ------ Defense +10 (+2 eff.) Physical save +10 (+3 eff.) Life +35.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | verdant cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Nature While equipped: Stats Con +5 offense ------ Damage +13% nature defense ------ Resistance +8% blight, +11% all Life +54.00 Life Regen +2.20 Healmod +13% Poison Resist +25% Disease Resist +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 42; cd 12)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 42 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
shatter afflictions rune of the duelist (absorb 107; cd 13)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 13 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 107 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 46; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 46 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
vitalizing copper amulet of magic (+2) =3 mag=0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats Mag +3, Con +2 defense ------ Physical save +5 (+1 eff.) Life +30.00 Life Regen +1.00 Amulets make your neck look great! |
Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's steel ring of pilfering =5 mag=0.1 Encumbrance T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats Mag +5, Wil +5 offense ------ Spellpower +6 (+2 eff.) Accuracy +8 (+3 eff.) Ignore Armor +8 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 9 turn cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 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 159% 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! |
steel ring0.1 Encumbrance T2 ring jewelry [Normal] Rings make your fingers look great! |
elm magestaff 'Urthalen' (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+0 eff.) Damage +10% arcane Ignore resists +35% arcane When Hit 4 mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 21 defense ------ Resistance +6% darkness, +7% temporal Out-of-Phase Defense +7 Out-of-Phase Resistance +6% Out-of-Phase Resilience +8% other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash starstaff of warding (18-22 power, 3 apr, darkness element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 18.0 - 21.6 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: offense ------ Spell Crit +2% Spellpower +9 (+2 eff.) Damage +18% darkness defense ------ Armor +4 Defense +5 (+1 eff.) other ------- Wards +2 darkness Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel greatmaul (30-44 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Normal] Weapon Damage 29.5 - 44.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% Massive two-handed mauls. |
Velibeth (22-30 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Rare] Psionic Weapon Damage 21.5 - 30.1 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 darkness, +16 physical Damage Against +7% Living While equipped: offense ------ Critical power +5.00% Ignore resists +10% physical defense ------ Resistance +2% physical other ------- Hate-on-crit +2.00 Sharp, long, and deadly. |
Tiroddaldir the steel waraxe (23-32 power, 3 apr)3.0 Encumbrance T2 waraxe 1H weapon [Random Unique] Master/Psionic Weapon Damage 23.0 - 32.2 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +4.0% Attack Speed 100% On-hit +9 mind, +10 item expose On Hit: * 10% chance to reduce all saves and defense by 21 While equipped: Stats Cun +2, Wil +3 offense ------ When Hit 6 acid On-Hit (Melee): * 20% chance to slow global speed by 47% * 10% chance to reduce armor by 15% defense ------ Resistance +6% nature Spell save +3 (+2 eff.) One-handed war axes. |
horrifying mossy mindstar of storms (3-3 power, 12 apr, mind damage) =2 mag=3.0 Encumbrance T1 mindstar 1H weapon [Ego+] Nature/Psionic Weapon Damage 3.0 - 3.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 offense ------ Mind Crit +1% Mindpower +2 (+1 eff.) On-Hit 5 lightning, 3 mind, 4 darkness Damage +5% lightning, +3% mind, +3% darkness Ignore resists +6% lightning defense ------ Resistance +4% lightning other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
nature's vined mindstar of life (6-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature Weapon Damage 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) Damage +3% nature defense ------ Resistance +5% blight Life +16.00 Life Regen +0.90 Disease Resist +10% other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
creative thorny mindstar of frost (8-9 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Weapon Damage 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Cun +4 offense ------ Mind Crit +3% Critical power +12.00% Mindpower +6 (+3 eff.) On-Hit 6 cold Damage +11% cold Ignore resists +7% cold defense ------ Armor +7 Resistance +4% cold other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
gifted thorny mindstar of resolve (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Weapon Damage 8.5 - 9.4 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Wil +4 offense ------ Mind Crit +3% Mindpower +11 (+6 eff.) defense ------ Spell save +4 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
pouch of steel shots (16/16, 19-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Normal] Weapon Damage 19.0 - 22.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 16 Shots are used with slings to pummel your foes to death. |
dwarven-steel shield of shrapnel (0 def, 6 armour, 79 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 24 [Ego+] Master 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 128 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Loriyadar the linen robe (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Psionic While equipped: Stats Mag +2, Con +3 offense ------ Mind Crit +3% Mindpower +3 (+2 eff.) Damage +6% acid On-Hit (Melee): * 10% chance to reduce armor by 15% defense ------ Resistance +9% lightning, +7% all Crit Resistance 5.00% Mind save +17 (+8 eff.) Life +60.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of lightning (+19%) (0 def, 0 armour) =5 mag lightn res=2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats Mag +5, Wil +5 offense ------ Damage +13% lightning defense ------ Resistance +19% lightning, +11% all other ------- Mana/turn +0.17 Psi/turn +0.21 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of frost (+18%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +12% cold defense ------ Resistance +11% all, +18% cold Mind save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of frost (+22%) (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +2% Mindpower +2 (+1 eff.) Damage +15% cold defense ------ Resistance +11% all, +22% cold Mind save +22 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening cured leather armour (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego+] Psionic While equipped: Stats Cun +5, Wil +4 defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Mind save +12 (+6 eff.) A suit of armour made of leather. |
rough leather belt1.0 Encumbrance T1 belt armor [Normal] A belt that goes around your waist. |
rough leather belt of magery =4 mag=1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: Stats Mag +4, Wil +4 offense ------ Spell Crit +4% 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. |
Arominn the Carrionpiety (1 def, 0 armour) =ignor nat res=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats Str +1, Con +2 offense ------ Damage +3% acid Ignore resists +10% nature, +5% acid When Hit 2 nature defense ------ Defense +1 (+0 eff.) Resistance +9% acid, +3% nature, +3% mind A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's pair of rough leather boots of phasing (0 def, 1 armour) =3 mag=2.0 Encumbrance T1 feet armor [Ego++] Arcane/Psionic While equipped: Stats Mag +3, Wil +5, Cun +3 defense ------ Armor +1 Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Blink to a nearby random location (rad 7) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
Heatwalker (0 def, 3 armour) =10 Ign Nat res=3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Damage +18% fire Ignore resists +10% nature defense ------ Armor +3 Fatigue +2% Resistance +6% lightning, +10% temporal, +3% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
blighted hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats Str +3 offense ------ Physical Power +5 (+3 eff.) On-Hit 7 blight Damage +3% blight defense ------ Armor +2 Resistance +7% 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. |
Grinandil the dwarven-steel gauntlets (0 def, 2 armour) =Lghtn res=1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: offense ------ On-Hit 8 lightning Damage +6% lightning defense ------ Armor +2 Fatigue +3% Resistance +7% lightning, +6% fire, +9% darkness +3% cold Spell save +9 (+5 eff.) Life +40.00 Knockbk Resist +20% 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. |
sand dwarven-steel gauntlets of strength (+3) (0 def, 8 armour)1.5 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats Str +3 offense ------ Physical Power +8 (+4 eff.) On-Hit 6 physical Damage +5% physical defense ------ Armor +8 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. |
Burnglamour (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Str +4, Mag +4, Wil +2, Cun +3 offense ------ Damage +3% fire defense ------ Armor +1 Fatigue +1% Resistance +6% nature Spell save +4 (+2 eff.) Life +45.00 Healmod +11% other ------- Light +1 A cap made of leather. |
Galazilamnir the rough leather cap (0 def, 3 armour) =5 mag=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Mag +5, Wil +2 defense ------ Armor +3 Fatigue +1% Resistance +9% lightning Physical save +3 (+1 eff.) Spell save +3 (+2 eff.) other ------- Infravision +1 A cap made of leather. |
miner's hardened leather cap of dexterity (+5) (0 def, 5 armour)2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats Dex +5 defense ------ Armor +5 Fatigue +3% other ------- Infravision +2 A cap made of leather. |
Sewerzephyr, the iron helm (0 def, 3 armour) =Ignore Nat res=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Dex +3 offense ------ Ignore resists +10% nature Accuracy +10 (+3 eff.) On-Hit (Melee): * 10 arcane resource burn defense ------ Armor +3 Fatigue +5% Resistance +6% nature other ------- Max stamina +30.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Stokewaker (0 def, 3 armour) =Lghtn res=3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats Cun +4, Mag +3 offense ------ Ignore resists +10% fire defense ------ Armor +3 Fatigue +5% Resistance +7% lightning, +6% temporal, +18% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aletta's Diadem (0 def, 0 armour)2.0 Encumbrance T3 head armor Reqs Wil 24 [Unique] Psionic While equipped: Stats Cun +4, Wil +4 offense ------ Mind Crit +5% Mindpower +12 (+6 eff.) Damage +10% mind When Hit 12 mind Psychic Lobotomy: Effective talent level: 3.0 Power cost 7 out of 10/10. Range 7 Cooldown: 8 Travel.spd instantaneous Is: a mind power Description: Inflicts 69.98 mind damage and cripples the target's higher mental functions, reducing cunning by 8 and confusing (25% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
miner's dwarven-steel helm of strength (+4) (0 def, 6 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats Str +4 defense ------ Armor +6 Fatigue +4% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1 Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1, Cun +1 Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2, Cun +2 Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3, Cun +3 Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3, Cun +3 Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) 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. |
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. |
Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Rod of Recall (2/2)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
steel torque of clear mind [power 2] (21 cooldown)2.0 Encumbrance T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of gale force [power 215] (13 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 215 physical damage Puts all charms on 13 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By SeeMeNot the Cornac Rogue level 21
1st Regrowth 123rd year of Ascendancy at 07:21 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By SeeMeNot the Cornac Rogue level 18
10th Decay 122nd year of Ascendancy at 01:27 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By SeeMeNot the Cornac Rogue level 22
10th Regrowth 123rd year of Ascendancy at 14:19 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By SeeMeNot the Cornac Rogue level 10
7th Mirth 122nd year of Ascendancy at 17:33 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By SeeMeNot the Cornac Rogue level 20
9th Allure 123rd year of Ascendancy at 15:32 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By SeeMeNot the Cornac Rogue level 18
57th Haze 122nd year of Ascendancy at 01:00 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By SeeMeNot the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 23:01 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By SeeMeNot the Cornac Rogue level 15
65th Dusk 122nd year of Ascendancy at 18:21 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By SeeMeNot the Cornac Rogue level 20
10th Allure 123rd year of Ascendancy at 07:28 see stats
Log
SeeMeNot picks up (q.): dwarven-steel shield of shrapnel (0 def, 6 armour, 79 block).
Carrion worm mass's wormblight area effect hits SeeMeNot for 3 blight damage.
Carrion worm mass's wormblight area effect hits SeeMeNot for 3 blight damage.
Talent Venomous Throw is ready to use.
Talent Venomous Strike is ready to use.
Carrion worm mass's wormblight area effect hits SeeMeNot for 3 blight damage.
Carrion worm mass's wormblight area effect hits SeeMeNot for 3 blight damage.
SeeMeNot picks up (K.): miner's dwarven-steel helm of strength (+4) (0 def, 6 armour).
SeeMeNot picks up (p.): gifted thorny mindstar of resolve (8-9 power, 24 apr, nature damage).
SeeMeNot picks up (x.): rough leather belt.
Talent Infusion: Healing is ready to use.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Saving game...
Saving done.















































































































