









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Loot Expansion (Shad3 fork) 1.7.4An expansion of loot types and ego affixes A fork of Wayback's loot expansion (https://te4.org/games/addons/tome/loot) 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 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 Adventure |
| Sex | Male |
| Race | Higher |
| Class | Necromancer |
| Level / Exp | 26 / 8% |
| Size | medium |
| Lifes / Deaths | Killed by Spranteg the shalore at level 10 on the 8th Haze 122nd year of Ascendancy at 01:37 0 / 7Killed by Liseyalle the copperhead snake at level 17 on the 58th Haze 122nd year of Ascendancy at 05:23 Killed by Blood Master at level 19 on the 10th Decay 122nd year of Ascendancy at 06:47 Killed by shadow at level 22 on the 41st Regrowth 123rd year of Ascendancy at 16:24 Killed by Aralaith the dredgling at level 24 on the 52nd Regrowth 123rd year of Ascendancy at 18:06 Killed by Xanyth the elder vampire at level 25 on the 73rd Regrowth 123rd year of Ascendancy at 00:22 Killed by Celia at level 26 on the 73rd Regrowth 123rd year of Ascendancy at 11:56 |
Primary Stats
| Strength | 16 (base 10) |
| Dexterity | 22 (base 10) |
| Constitution | 21 (base 10) |
| Magic | 109 (base 57) |
| Willpower | 34 (base 13) |
| Cunning | 83 (base 50) |
Resources
| Life | -306/296 |
| Mana | 185/395 |
| Soul | 9/14 |
| Healing Factor | 1.094804467222 |
| Regeneration | 0.27370111680551 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 11 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 41.649325461976 |
| See Invisible | 47.649325461976 |
| ESP Range | 19 |
| ESP Kinds | demon |
Offense: Mainhand
| Damage | 33 |
| Accuracy | 21 |
| Crit Chance | 25% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 48% |
| Speed | 1 |
Offense: Mind
| Mindpower | 40 |
| Crit Chance | 27% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +9% |
| Darkness | +9% |
| Nature | +20% |
| Fire | +6% |
| Blight | +10% |
| Arcane | +22% |
| Mind | +15% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
Defense: Base
| Armour (hardiness) | 9 (35.65183292883%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 22 |
| Spell Save | 50 |
| Mental Save | 40 |
Defense: Resistances
| Physical | + 18%( 70%) |
| Acid | + 22%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 19%( 70%) |
| Nature | + 30%( 70%) |
| Arcane | + 42%( 70%) |
| Cold | + 19%( 70%) |
| All | + 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 29% |
| Instadeath Resistance | 100% |
| Blind Resistance | 15% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 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. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 103 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 4 times. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 439 damage for 4 turns. Its effects scale with your Magic stat. |
Class Talents
| Spell / Glacial waste | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Nightfall | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Spell / Grave | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Death | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
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 injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * The beating heart of a powerful necromancer. * Yiilkgur the Sher'tul Fortress is a suitable location. * Your lair must amass enough energy to use in your rebirth (40 energy). | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 1. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed red crystal shard. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * '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.' * You've found the needed vial of greater demon bile. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed pouch of bone giant dust. * You've found the needed pouch of faeros ash. | 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 within3 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 | Gilarion the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +2 Mag +2 Wil +2 Cun +1 Con dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Resists +6% light +3% temporal Phys.save +6 (+3 eff.) Spell.save +5 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc See.Invis +6 A pair of boots made of leather. |
| Light source | exalted brass lantern2.0 T1 lite [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Affinity +3% mind +3% light ---------- 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. |
| On head | Adywe the Pitchhue (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature +3% fire +3% mind +9% darkness Res.pen +20% darkness ----- def ----- Defense +1 (+0 eff.) Resists +16% nature A pointy cloth hat, very wizardly... |
| Tool | elm totem of healing 'Nerovena' [power 110] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +4 Dex +3 Mag +1 Cun +4 Con Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown 100% to increase all damage by 11% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Neralle the Lavashaper0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Mind.crit +4% Dmg.mod +6% physical +3% fire Melee Ret 6 acid 7 darkness ----- def ----- Resists +1% physical Rings make your fingers look great! |
| On fingers | Splendourwing0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +2 Dex +3 Cun +4 Con dps ---------- Dmg.mod +12% mind ----- def ----- Armour +6 Resists +9% light Crit.chn- 10.00% ---------- misc Light +2 Rings make your fingers look great! |
| Around waist | Healmarrow1.0 T3 belt armor [Rare] Psionic While equipped: Stats +8 Mag dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +9% nature On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
| In main hand | bloodlich's elm vilestaff of the prodigy (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +8 Mag +6 Wil +8 Cun +2 Con dps ---------- Spell.crit +1% Crit.mult +11.00% Spell.pwr +3 (+0 eff.) S.pwr/crit +5 Dmg.mod +10% blight ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +20.00 Max.N.En +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Aerokan the Freezeglory (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Dex +2 Mag +5 Cun dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +3% cold Phys.save +7 (+4 eff.) Mind.save +7 (+2 eff.) Disarm- +29% Unarmed combat: Power 21.5 - 30.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +9 Cun +9 Mag dps ---------- Spell.crit +20% Spell.pwr +15 (+3 eff.) Dmg.mod +22% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Emakira (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +3 Wil +2 Cun dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +5 (+3 eff.) Dmg.mod +3% physical ----- def ----- Defense +1 (+0 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Ardent Watcher Ardent Watcher0.1 T2 amulet jewelry [Unique] Arcane While equipped: Stats +9 Mag +6 Wil dps ---------- Against +10% Demon ----- def ----- Resists +5% arcane ---------- misc Telepathy Demon Telpty rng +9 Remnant from an order obsessed with watching the skies for the demon menace, they failed to prepare for more terrestrial threats. |
Inventory
Rune of the Rift (286.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 286.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 98; dur 3; 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 98 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the wizard (range 129; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 129 with a minimum range of 15. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
thaumetic gold amulet of constitution (+2)0.1 T3 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag +1 Wil +5 Con ----- def ----- Resists +7% arcane Amulets make your neck look great! |
mule's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings make your fingers look great! |
savage's steel ring of tenacity0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +2 Con ----- def ----- Spell.save +12 (+4 eff.) Max.HP +23.00 Disarm- +25% Pinning- +26% Knockbk- +25% ---------- misc Max.stam +14.00 Rings make your fingers look great! |
warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex 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 ----- Resists +10% blight +10% fire ---------- 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. |
plaguebringer's dwarven-steel dagger of vileness (17-22 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 17.0 - 22.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 blight On Hit: 20% Epidemic 3 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +11% Sharp, short and deadly. |
truestriking stralite dagger of massacre (34-44 power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego+] Master Power 33.5 - 43.6 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +13 (+7 eff.) Apr +5 Sharp, short and deadly. |
time-lost dwarven-steel greatsword of exorcism (34-55 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Arcane Power 34.5 - 55.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Against +12% Undead On Hit: * 25% chance to afflict the target with Wasting, causing 238 Temporal damage over 5 turns. On Crit: * Strike your target with a blast of Light dealing 125 damage (based on Strength and Magic). If the target is undead, they are also afflicted by Lightburn for the same amount over 3 turns, reducing their armor by 31 for the duration. While equipped: dps ---------- Crit.mult +16.00% Spell.pwr +10 (+2 eff.) Dmg.mod +7% temporal Massive two-handed swords. |
dwarven-steel longsword of crippling (26-36 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Master Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Sharp, long, and deadly. |
steel longsword of banishment (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Against +9% Horror +7% Demon On Crit: * Strike your target with a blast of Arcane energy dealing 143 damage (based on Willpower and Magic). If the target is a horror or a demon, they will also suffer Cold damage in the same amount become slowed (20%) for 3 turns. While equipped: dps ---------- Crit.mult +10.00% Sharp, long, and deadly. |
inscribed hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +8 nature Slings are used to hurl stones or metal shots at your foes. |
sundering hardened leather sling of enduring4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Apr +7 Atk.spd 100% Range +8 On Crit: * Sunders the enemy's weapon for 5 turns. While equipped: Stats +9 Con +5 Wil ----- def ----- Max.HP +45.00 Slings are used to hurl stones or metal shots at your foes. |
cruel yew vilestaff of fate (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +15.00% Spell.pwr +9 (+2 eff.) Dmg.mod +20% fire ----- def ----- Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen elm vilestaff of might (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +3 (+0 eff.) Dmg.mod +10% darkness ----- def ----- Armour +3 Hardiness +3% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm magestaff (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+0 eff.) Dmg.mod +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of power (10-12 power, 2 apr, physical element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +8 (+2 eff.) Dmg.mod +10% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal elm vilestaff of wizardry (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Ego++] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +1% Crit.mult +17.00% Spell.pwr +10 (+2 eff.) Melee+ 17 fire Dmg.mod +10% blight ---------- misc Max.mana +17.00 See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short elven-wood magestaff (25-30 power, 5 apr, arcane element)5.0 T4 staff 1H weapon [Ego+] Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +6% Phys.pwr +7 (+4 eff.) Spell.pwr +19 (+4 eff.) Dmg.mod +25% arcane Acc +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew starstaff of breaching (22-26 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 22.0 - 26.4 Physical Uses 80% Mag 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 +12 (+3 eff.) Dmg.mod +22% physical Res.pen +11% physical ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elven-wood starstaff of might (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness ---------- misc Mana/turn +0.15 Max.mana +61.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Analdir1.0 T1 belt armor [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Spell.pwr +3 (+0 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Mind.save +15 (+5 eff.) A belt that goes around your waist. |
insulating rough leather belt of the magus1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Resists +6% fire +6% cold Phys.save +5 (+3 eff.) A belt that goes around your waist. |
linen cloak 'Khelandil' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +5.00% Melee Ret 2 mind ----- def ----- Defense +1 (+0 eff.) Rng.Def +7 (+3 eff.) Unseen.red 10% ---------- misc Equi/ret +0.08 Hate/m.crit +1.00 Telepathy Elemental Telpty rng +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ashstake the silk robe (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature/Psionic While equipped: dps ---------- Mind.crit +5% Mind.pwr +5 (+2 eff.) Dmg.mod +18% nature +13% physical Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +13% physical +9% darkness +6% fire +27% nature +13% all Mind.save +23 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+7 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 47.09 to 58.86 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
cashmere robe of alchemy (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +14% acid +7% physical +7% fire +9% cold ----- def ----- Resists +13% acid +10% physical +10% fire +12% cold +11% all ---------- misc Cooldown Refit Golem -4 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 power (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +6% all ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven cashmere robe of lightning (+19%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+1 eff.) Dmg.mod +13% lightning ----- def ----- Resists +19% lightning +11% all Mind.save +18 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of the mind (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+0 eff.) Dmg.mod +11% mind ----- def ----- Resists +11% mind +7% all Spell.save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightwitch the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Armour +1 Resists +6% nature +3% light HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
Soothunger (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Dex +4 Wil +4 Cun dps ---------- Crit.mult +15.00% ----- def ----- Armour +3 Resists +6% darkness Crit.chn- 10.00% Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +7 (+2 eff.) Die.at -80.00 life A pair of boots made of leather. |
Xanylrada (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +1 Wil +2 Con dps ---------- Phys.crit +2.0% Mind.crit +1% Mind.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +2% ---------- misc Hate/m.crit +4.00 Max.hate +2.00 Rush: Puts all charms on 22 cooldown Level 1.0 Pwr.cost 22 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Tundragrit the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Wil +3 Cun dps ---------- Mind.crit +4% Mind.pwr +25 (+8 eff.) Melee Ret 10 cold ----- def ----- Armour +2 Fatigue +3% Phys.save +8 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 21.0 - 29.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +3 Apr +9 Crit +14.0% Atk.spd 83% On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Murkvile' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con dps ---------- Phys.pwr +15 (+8 eff.) Acc +5 (+3 eff.) Apr +1 On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Armour +2 Fatigue +3% Resists +3% darkness HP.reg +5.00 ---------- misc Stam/turn +1.20 Max.stam +15.00 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets 'Grinybers' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 4 arcane Dmg.mod +6% blight +9% temporal +4% arcane Res.pen +20% blight ----- def ----- Armour +1 Fatigue +1% Resists +4% arcane Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Melee+ +6 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+3 eff.) Melee+ 6 mind Dmg.mod +3% mind ----- def ----- Armour +1 Resists +6% mind Unarmed combat: Power 10.0 - 11.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +6 mind On Hit: 20% Psychic Lobotomy 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 7 light Dmg.mod +3% arcane +4% light ----- def ----- Armour +1 Resists +5% light Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Crit.r2 +5 arcane On Hit: 20% Searing Light 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Skyviper (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +3 Cun dps ---------- Dmg.mod +3% physical Apr +7 ----- def ----- Armour +5 Fatigue +5% Resists +6% lightning ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding dwarven-steel helm of the depths (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +9% lightning +7% temporal +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating linen wizard hat of madness (1 def, 0 armour)2.0 T1 head armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +5% ----- def ----- Defense +1 (+0 eff.) Resists +6% fire +7% cold Mind.save +10 (+3 eff.) Hateful Whisper: Puts all charms on 13 cooldown Level 3.0 Pwr.cost 13 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 132 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
iron helm 'Eluda' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +5% Resists +5% arcane Phys.save +3 (+2 eff.) HP.reg +4.00 Poison- +20% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+7 eff.) A cap made of leather. |
impenetrable iron mail armour of the deep (2 def, 11 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +5% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
prismatic stralite mail armour of fire resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +18% fire +13% light +10% darkness A suit of armour made of mail. |
archaic hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Con ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Spell.save +12 (+4 eff.) A suit of armour made of leather. |
hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +18% cold A suit of armour made of leather. |
volcanic cured leather armour (6 def, 11 armour)9.0 T2 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 7 fire ----- def ----- Armour +11 Defense +6 (+3 eff.) Fatigue +7% Resists +12% fire +15% physical A suit of armour made of leather. |
volcanic drakeskin leather armour (20 def, 16 armour)9.0 T5 light armor Reqs Str 20 [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +16 Defense +20 (+10 eff.) Fatigue +8% Resists +17% fire +17% physical A suit of armour made of leather. |
dwarven-steel shield of mind resistance (+12%) (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +12% mind ---------- misc Talents +1 Block Handheld deflection devices. |
flaming dwarven-steel shield of defiance (0 def, 6 armour, 94.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 7 fire On shield block: * 20% chance to use Physical Resurgence and lower the cooldown of up to 2 technique, cunning, or steamtech talent(s). This effect has a 20 turns cooldown. Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
flaming dwarven-steel shield of lightning resistance (+18%) (0 def, 6 armour, 84 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 fire Melee Ret 4 fire ----- def ----- Armour +6 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
necrotic stralite shield of the twisted (0 def, 8 armour, 172 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego++] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Deals 171 blight and darkness damage to each enemy blocked * 20% chance to use Vile Rumination and lower the cooldown of up to 1 demented or corruption talent(s). This effect has a 20 turns cooldown. ----- def ----- Armour +8 Fatigue +8% Resists +8% blight +8% darkness ---------- misc Talents +1 Block Cooldown Block -1 Handheld deflection devices. |
6 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
182 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
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. |
4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 40 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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. |
11 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 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. |
deadly pouch of dwarven-steel shots of erosion (18/18, 38-46 power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Nature/Master Power 38.5 - 46.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 18 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
twilight pouch of steel shots (16/19, 20-23 power, 2 apr)3.0 T2 shot ammo [Ego+] Arcane Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 On Hit: * Create an explosion dealing 123 damage, split between light and darkness. Shots are used with slings to pummel your foes to death. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
supercharged elm wand of conjuration [power 130] (17 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 130 cold damage Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By DarkMagicianGuy the Higher Necromancer level 10
2nd Summertide 122nd year of Ascendancy at 19:30 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By DarkMagicianGuy the Higher Necromancer level 23
50th Regrowth 123rd year of Ascendancy at 19:06 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By DarkMagicianGuy the Higher Necromancer level 20
7th Allure 123rd year of Ascendancy at 04:18 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By DarkMagicianGuy the Higher Necromancer level 25
66th Regrowth 123rd year of Ascendancy at 19:27 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By DarkMagicianGuy the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 13:12 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By DarkMagicianGuy the Higher Necromancer level 20
10th Decay 122nd year of Ascendancy at 07:53 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By DarkMagicianGuy the Higher Necromancer level 22
16th Regrowth 123rd year of Ascendancy at 15:43 see stats
Tales of the Spellblaze (Nightmare (Adventure) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By DarkMagicianGuy the Higher Necromancer level 25
66th Regrowth 123rd year of Ascendancy at 19:58 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By DarkMagicianGuy the Higher Necromancer level 2
75th Pyre 122nd year of Ascendancy at 14:25 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By DarkMagicianGuy the Higher Necromancer level 10
4th Mirth 122nd year of Ascendancy at 13:14 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By DarkMagicianGuy the Higher Necromancer level 19
10th Decay 122nd year of Ascendancy at 07:53 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By DarkMagicianGuy the Higher Necromancer level 10
7th Haze 122nd year of Ascendancy at 00:03 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By DarkMagicianGuy the Higher Necromancer level 19
9th Decay 122nd year of Ascendancy at 20:12 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By DarkMagicianGuy the Higher Necromancer level 18
61st Haze 122nd year of Ascendancy at 10:56 see stats
Log
Spikes of Decrepitude hits Ghoul for 17 cold, 12 darkness (29 total damage).
Spikes of Decrepitude hits Celia for (10 absorbed), 5 cold, (8 absorbed), 4 darkness (9 total damage).
Spikes of Decrepitude hits DarkMagicianGuy for (13 absorbed), (1 absorbed), 0 cold, (9 absorbed), 4 darkness (5 total damage).
Celia hits DarkMagicianGuy for (56 absorbed), 0 cold (0 total damage).
DarkMagicianGuy loses sight!
DarkMagicianGuy casts Torture Souls.
DarkMagicianGuy's spell attains critical power!
DarkMagicianGuy is surging arcane power.
DarkMagicianGuy hits Something for (85 absorbed), 42 cold, (8 absorbed), 91 darkness (134 total damage).
DarkMagicianGuy is hexed!
DarkMagicianGuy shrugs off the effect 'Rigor Mortis'!
Something hits DarkMagicianGuy for (182 absorbed), 91 cold, (169 absorbed), 85 darkness (176 total damage).
Something hits DarkMagicianGuy for (25 absorbed), 12 cold (12 total damage).
DarkMagicianGuy hits Something for 119 darkness damage.
Spikes of Decrepitude hits DarkMagicianGuy for (10 absorbed), 5 cold, (10 absorbed), 5 darkness (10 total damage).
Bane of Blindness from Celia hits DarkMagicianGuy for (36 absorbed), 18 darkness (18 total damage).
Something hits DarkMagicianGuy for (42 absorbed), 21 cold (21 total damage).
DarkMagicianGuy casts Invoke Darkness.
DarkMagicianGuy hits Something for 80 darkness damage.
DarkMagicianGuy hits Something for 157 darkness damage.
DarkMagicianGuy hits Something for 162 darkness damage.
DarkMagicianGuy deactivates Hiemal Shield.
Something hits DarkMagicianGuy for (9 absorbed), 217 darkness (217 total damage).
DarkMagicianGuy hits Something for 119 darkness damage.
Spikes of Decrepitude hits DarkMagicianGuy for 16 cold, 15 darkness (30 total damage).
Bane of Blindness from Celia hits DarkMagicianGuy for 54 darkness damage.
Something hits DarkMagicianGuy for 62 cold damage.
DarkMagicianGuy the level 26 higher necromancer was darkened to death by Celia on level 2 of Last Hope Graveyard.



























































































































