











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Race: Formorians 1.7.6Adds the Formorians as a playable race, an elusive ant-people who live in colonies under the isle of Rel. The Formorians are an adapted version of the Formicids from DCSS. Formorians are physically strong despite their small size, and can use their strength and multiple limbs to wield a two-handed weapon in one hand-pair, much like Ogres. However, they're not nearly as sturdy as they are strong, being almost as frail as Yeeks. They make up for this by sensing their foes from afar with their antennae and being able to dig an escape tunnel in an emergency. Still a work in progress--tweaks to the talents, balance changes, and more skins are likely coming! Viper Class 1.7.0Adds the Viper class, an archer wilder who possesses great speed and access to nature damage. Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Item Description Filter 1.7.4An item description filter. Can hide undesired properties in item description. Ctrl + Shift+ Alt + F to open configuration dialog. Adventurers Pack 1.6.0Adds 3 new dungeons to the world map (blood soaked ruins, infested ruins & wolfmire) these dungeons will have unique boss and lore spawns. 8 new bosses have been added that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) Over time I will be adding more dungeons to explore and bosses to defeat! I also have plans to create new mobs and mob variations, create unique artifacts and eventually implement a quest system to reward you for defeating the new bosses (since quests are not yet implemented bosses will drop gold upon death. vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv Class: Spellweaver 1.7.6Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components. Note: If you need to make a bug report, please use the forum thread: https://forums.te4.org/viewtopic.php?f=50&t=53519 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:
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Class: Explorer 1.7.0Adds new class Explorer, an Adventurer subclass mostly identical to Wanderers. At character creation, you will be shown a dialog listing the random class and generic talent trees that you will receive over the course of the game and allowing you to choose the order in which you wish to recieve them (at the usual levels for Wanderers). [License note: This addon uses modified versions of an image by Viscious Speed from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.6Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Lycanthrope class 1.7.6Adds lycanthrope class. 增加了兽血战士职业; Doctornull's Classes Reloaded 1.7.6Contains some new hybrid classes: Ascetic, Blood Mage, Creep, Flenser, Striker, Gravitic Infantry, Storm Warden, Transcendent Fist, Vector, and a few others. Details & discussion here:http://forums.te4.org/viewtopic.php?f=50&t=38670 Yakri: I'm making a couple changes suggested in the mod thread, and testing for errors/incompatibilities in current version of TOME. All credit goes to Null, and FailPail for creating the creepfix. Changes: Recaiden's Undead Racepack 1.7.0This is a compilation of my undead race addons. This will always be the most up-to-date version. Mummy Wight And adds a new prodigy for any undead: Dreadmaster Chinese translation by gooder1029 Outsiders 1.7.6The Sher'tul wiped out all the gods. All the gods of Eyal in any case, and only the ones that mattered, and not the ones that escapes, and some of them left fragments, and even then there are so many excpetions. Your are a minor god, either from beyond Eyal, or missed by the purge. Beneath the notice of the godkillers. But the Sher'tul are gone, and compared to the mortals you stand well above. This is a continuation of Godling which I published previously and contains the Engineered from that. The three races are: Engineered: a made godlike entity, grows with level (grows: Stats/resources/speed) Lost god: a fallen god from before the godhunt, can spend gold to 'spread faith' gaining abilities (stats/resources/speed/durability/resistances) True Demon: Inspiration for Malrokian modifications. Able to manipulate souls they have captured. Grows with time and kills (stats/resources/speed/durability/affinities) Todo: True demons are supposed to use a dialog to select which 'garden' your using your souls in. True demons should either be using addtemporary for stat gains, or I need to create a superload, as the existing method of pushing an absolute difference is considered 'not best practice' (due to the need to recalculate where stats are applied). Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Race: Android and Addonroid 1.7.6Adds the Android and Addonroid subraces to the Human race. Androids are machines that closely resemble humans in appearance. Addonroids are lifeforms born from abandoned addons. All new icons were made by https://game-icons.net/ . Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
Movarc'h's Improved Escorts - Bamboo + CH Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. Also gives escorts 1000 base Life and 100 base life regen so they don't die from a sneeze. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. Also credits to Bamboo's fork. Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
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 | Male |
| Race | Skeleton |
| Class | Skirmisher |
| Level / Exp | 31 / 58% |
| Size | medium |
| Lifes / Deaths | Killed by Forest Troll Hedge-Wizard at level 8 on the 9th Mirth 122nd year of Ascendancy at 18:13 0 / 6Killed by Gunsnake at level 10 on the 3rd Summertide 122nd year of Ascendancy at 22:33 Killed by Weirdling Beast at level 21 on the 5th Haze 122nd year of Ascendancy at 00:04 Killed by Voravea the ultimate shivgoroth at level 22 on the 23rd Haze 122nd year of Ascendancy at 16:38 Killed by elven blood mage at level 25 on the 20th Regrowth 123rd year of Ascendancy at 17:38 Killed by Mayidanor the elven tempest at level 25 on the 20th Regrowth 123rd year of Ascendancy at 18:39 |
Primary Stats
| Strength | 26 (base 10) |
| Dexterity | 97 (base 60) |
| Constitution | 12 (base 10) |
| Magic | 34 (base 15) |
| Willpower | 20 (base 10) |
| Cunning | 84 (base 60) |
Resources
| Life | 663/696 |
| Stamina | 200/200 |
| Equilibrium | 0 |
| Healing Factor | 1.0191526171257 |
| Regeneration | 5.2573045236499 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +17.58394756553% |
| Spell | 0% |
| Global | +95.238095238095% |
Vision
| Sight | 10 |
| Lite | 11 |
| Infravision | 5 |
| See Stealth | 8 |
| See Invisible | 8 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 140 |
| Accuracy | 66 |
| Crit Chance | 46% |
| APR | 11 |
| Speed | 0.85 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Mind
| Mindpower | 33 |
| Crit Chance | 23% |
| Speed | 1 |
Offense: Damage Bonus
| Physical | +15% |
| Light | +12% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +40% |
| Physical | +45% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 43 (79.687909656376%) |
| Defense | 93 |
| Ranged Defense | 93 |
| Fatigue | 0 |
| Physical Save | 26 |
| Spell Save | 18 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 10%( 76%) |
| Physical | + 1%( 76%) |
| Cold | + 9%( 76%) |
| All | 0%( 76%) |
| Darkness | + 13%( 76%) |
| Light | + 3%( 76%) |
| Temporal | + 17%( 76%) |
| Mind | + 9%( 76%) |
| Fire | + 18%( 76%) |
| Lightning | + 19%( 76%) |
Defense: Immunities
| Stun Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 48% |
| Fear Resistance | 100% |
| Instadeath Resistance | 100% |
| Poison Resistance | 100% |
| Blind Resistance | 22% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 438 damage for 4 turns. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 138 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: BlinkUse mode: Activated Range: 7 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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 125 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. |
Class Talents
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Technique / Tireless Combatant | 1.30 |
| 3/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 5/5 |
| Technique / Buckler Training | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
| talent | Apply Poison |
| talent | Trained Reactions |
| talent | Pace Yourself |
| talent | Numbing Poison |
| talent | Crippling Poison |
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. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
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 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +8. | done |
You failed to protect the lost defiler from death by thief. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost wyrmic to the recall portal on level 3 of Old Forest. Escort: lost wyrmic (level 3 of Old Forest)As a reward you improved talent Lightning Speed (+2 level(s)). | done |
You successfully escorted the stranded daemon-powered to the recall portal on level 1 of Daikara. Escort: stranded daemon-powered (level 1 of Daikara)As a reward you improved Magic by +8. | done |
You successfully escorted the unfocused psion to the recall portal on level 2 of Wolfmire. Escort: unfocused psion (level 2 of Wolfmire)As a reward you improved Cunning by +8. | 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 have explored the Old Forest and vanquished Shardskin. * 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 fire dragon that dwelled there. | 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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 357. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. 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 pouch of faeros ash. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of fire wyrm saliva. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * '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.' * You've found the needed vampire lord fang. * You've found the needed skeleton mage skull. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 within7 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | Silekira the pair of hardened leather boots (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +4 Dex +8 Mag +2 Con defense ------ Armor +3 Resistance +8% fire +9% cold Crit Resistance 15.00% other ------- Light +3 See Invisibility +3 A pair of boots made of leather. |
| Quiver | Chillream the pouch of steel shots (15/15, 28-34 power, 2 apr)3.0 Encumbrance T2 shot ammo [Rare] Master Weapon Damage 28.5 - 34.2 Physical Uses 50% Cun, 50% Mag, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +13.5% Capacity 15 On-ranged-hit +16 acid +20 cold On-crit, radius 2 +20 acid On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | watchleader's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego+] Nature/Master While equipped: defense ------ Life +57.00 Blind Resist +22% Confus Resist +10% other ------- Light +8 See Stealth +8 See Invisibility +5 Track: Puts all charms on 40 turn cooldown Effective talent level: 6.5 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 34 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Dairidas the hardened leather cap (0 def, 3 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +5 Wil offense ------ Physical Crit +2.0% Physical Power +25 (+6 eff.) Ignore resists +10% physical defense ------ Armor +3 Fatigue +3% Resistance +8% lightning +11% temporal +1% physical other ------- Infravision +2 A cap made of leather. |
| On hands | heroic drakeskin leather gloves of the nighthunter (0 def, 7 armour)1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Cun offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +7 Resistance +13% darkness Mind save +9 (+3 eff.) Life +46.00 other ------- Infravision +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 turn cooldown Effective talent level: 2.6 Power cost 15 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Axe of Fluffy Evil Axe of Fluffy Evil4.0 Encumbrance axe misc [Unique] Unknown Create a ... clockwork gnome. Uses 50 power out of 50/50 It seems there was still one present left. This is a pink ... axe. It obviously is not made for fighting. It looks fluffy. |
| On fingers | Aduba the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: defense ------ Resistance +9% lightning +9% mind +3% light Crit Resistance 15.00% Mind save +19 (+6 eff.) Confus Resist +38% Stun Resist +20% Rings make your fingers look great! |
| On fingers | sneakthief's gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego++] Arcane/Master While equipped: Stats +6 Dex +3 Mag +5 Cun offense ------ On-Hit 17 light On-Ranged-Hit 14 light Damage +12% light Accuracy +8 (+2 eff.) Rings make your fingers look great! |
| Around neck | steel amulet 'Baruhir'0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Str offense ------ Critical power +10.00% defense ------ Armor +8 Defense +20 (+4 eff.) Max Resistance +6% all Physical save +19 (+9 eff.) Mind save +6 (+2 eff.) Amulets make your neck look great! |
| In main hand | Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
| Around waist | Strikeripper1.0 Encumbrance T3 belt armor [Rare] Master While equipped: Stats +4 Cun +5 Wil offense ------ Physical Crit +5.0% Ignore resists +15% lightning Against +17% Summoned Ignore Armor +2 When Hit 4 lightning defense ------ Resist Against +29% Summoned other ------- Max stamina +20.00 A belt that goes around your waist. |
| In off hand | swashbuckler's stralite shield of earthen fury (0 def, 13 armour, 50-61 power, 135 block)7.0 Encumbrance T4 shield armor [Ego++] Nature/Master When used to Attack: Weapon Damage 50.5 - 60.6 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +135 On Hit: * Deal physical damage equal to your armor (43) While equipped: Stats +7 Str +6 Dex offense ------ Accuracy +9 (+2 eff.) defense ------ Armor +13 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
| Cloak | Adulle the cashmere cloak (17 def, 2 armour)2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex offense ------ Critical power +15.00% Ignore resists +10% physical defense ------ Armor +2 Defense +17 (+3 eff.) Resistance +6% temporal A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | searing cured leather armour of Toknor (6 def, 4 armour)9.0 Encumbrance T2 light armor [Ego++] Arcane/Master While equipped: offense ------ Physical Crit +3.0% Critical power +11.00% Physical Power +5 (+1 eff.) On-Hit 8 acid 8 fire When Hit 9 acid 10 fire defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Resistance +10% acid +10% fire A suit of armour made of leather. |
Inventory
Elixir of Precision0.0 Encumbrance potion [Plot Item] Nature Permanently increase your physical critical strike chance by 4%. A vial of chunky red fluid. |
Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (230.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 230.00 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. |
blink rune of the sneak (range 7; phase 20; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 7 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the sneak (power 28; resist 23%; move 45%; dur 5; 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 23% all resistance, you move 45% faster, and you are invisible (power 28). Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 134; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 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 134 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 sneak (absorb 118; 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 118 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
copper amulet 'Blasttrial'0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: Stats +4 Mag offense ------ Ignore resists +10% lightning defense ------ Resistance +18% cold Life Regen +4.00 Silence Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Amulets make your neck look great! |
copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex Amulets make your neck look great! |
grounding copper amulet of dexterity (+3)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex defense ------ Resistance +12% lightning Stun Resist +21% Amulets make your neck look great! |
Zuchik the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Cun offense ------ Critical power +15.00% Mindpower +30 (+12 eff.) Damage +12% mind Ignore resists +25% acid defense ------ Defense +10 (+2 eff.) Mind save +12 (+4 eff.) Rings make your fingers look great! |
copper ametrine ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +4 Cun +5 Dex offense ------ Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Accuracy +6 (+1 eff.) Rings make your fingers look great! |
copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's steel ring of pilfering0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +6 Str +4 Con offense ------ Physical Power +8 (+2 eff.) Accuracy +9 (+2 eff.) Ignore Armor +7 defense ------ Defense +9 (+2 eff.) Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 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! |
gold garnet ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Mindpower +8 (+4 eff.) Damage +6% all Rings make your fingers look great! |
gold ruby ring0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con defense ------ Resistance +10% nature +10% blight Poison Resist +16% Disease Resist +15% Rings make your fingers look great! |
rogue's copper ring of clarity0.1 Encumbrance T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Cun defense ------ Defense +6 (+1 eff.) Mind save +6 (+2 eff.) Confus Resist +21% Rings make your fingers look great! |
rogue's copper ring of power0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Physical Power +6 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +6 (+3 eff.) defense ------ Defense +6 (+1 eff.) Rings make your fingers look great! |
savior's gold ring of power0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: offense ------ Physical Power +6 (+1 eff.) Spellpower +7 (+3 eff.) Mindpower +8 (+4 eff.) defense ------ Physical save +6 (+3 eff.) Spell save +9 (+5 eff.) Mind save +8 (+3 eff.) Rings make your fingers look great! |
warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
enhanced rough leather sling of acid4.0 Encumbrance T1 sling 1H weapon [Ego+] Arcane/Nature Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 On-ranged-hit +6 acid While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con offense ------ Damage +8% acid Slings are used to hurl stones or metal shots at your foes. |
rough leather sling4.0 Encumbrance T1 sling 1H weapon [Normal] Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +6 Slings are used to hurl stones or metal shots at your foes. |
steady hardened leather sling of cunning (+4)4.0 Encumbrance T3 sling 1H weapon [Ego] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Cun offense ------ Physical Crit +2.0% Ignore resists +7% physical Accuracy +8 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
short elm magestaff (10-12 power, 2 apr, arcane element)5.0 Encumbrance T1 staff 1H weapon [Ego] Master Weapon Damage 10.0 - 12.0 Physical Uses 130% Mag Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% arcane other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Jaw of Rogroth1.0 Encumbrance T3 belt armor [Unique] Arcane While equipped: offense ------ Spell Crit +5% Spellpower +5 (+2 eff.) other ------- Vim/kill +4.00 Max souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
rough leather belt 'Woebearer'1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Ignore resists +15% darkness defense ------ Armor +2 Defense +10 (+2 eff.) Fatigue -5% Resistance +3% physical other ------- Encumbrance +26 A belt that goes around your waist. |
rough leather belt of life1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Life Regen +0.90 Healmod +10% A belt that goes around your waist. |
Arcgasher (22 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +2 Dex offense ------ Damage +9% lightning Ignore resists +20% arcane +25% physical defense ------ Defense +22 (+4 eff.) Spell save +8 (+5 eff.) Mind save +8 (+3 eff.) Unlife -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+2 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Voruritta the Chargehash (8 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Power +10 (+2 eff.) Damage +12% lightning defense ------ Defense +8 (+1 eff.) Resistance +1% physical Physical save +6 (+3 eff.) Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+0 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.40 Max stamina +11.00 A pair of boots made of leather. |
Furnacebait the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: offense ------ On-Hit 6 lightning Damage +4% lightning +9% fire Ignore resists +15% blight When Hit 6 fire defense ------ Armor +1 Resistance +6% lightning +5% arcane 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. |
Growcutter the hardened leather gloves (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +2 Con offense ------ On-Hit 8 mind Damage +6% mind Ignore resists +20% nature On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 * 20% chance to slow global speed by 48% defense ------ Armor +2 Resistance +7% mind +9% nature Physical save +6 (+3 eff.) Unlife -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves of the juggernaut (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats +1 Con defense ------ Armor +2 Physical save +10 (+5 eff.) Spell save +4 (+3 eff.) Mind save +4 (+1 eff.) Disarm Resist +26% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 2.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloudglory the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Wil offense ------ Critical power +5.00% Damage +13% lightning +12% mind +9% darkness Ignore resists +20% lightning defense ------ Defense +2 (+0 eff.) Resistance +19% lightning A pointy cloth hat, very wizardly... |
Tundramarrow (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: defense ------ Armor +1 Fatigue +1% Resistance +3% nature +5% fire +3% mind +21% cold A cap made of leather. |
windwalling dwarven-steel shield of shrapnel (0 def, 6 armour, 34-41 power, 85 block)7.0 Encumbrance T3 shield armor [Ego++] Master/Psionic When used to Attack: Weapon Damage 34.5 - 41.4 Physical Uses 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +3.5% Block +85 On-hit +10 physical While equipped: Stats +1 Wil offense ------ On shield block: * Cause enemies within radius 6 to bleed for 234 physical damage over 5 turns (1/turn) defense ------ Armor +6 Fatigue +8% Resistance +14% physical Windwall +10 Slow Projectiles +11% other ------- Talents +1 Block Handheld deflection devices. |
agate0.0 Encumbrance 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. |
199 alchemist agate0.0 Encumbrance 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. |
5 onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 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. |
5 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+2 eff.) 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 +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+4 eff.) Spell save +8 (+5 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+4 eff.) Spell save +8 (+5 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+3 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
4 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. |
17 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+2 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Broderentir the Flarezephyr2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Damage +5% darkness +12% fire Ignore resists +10% fire defense ------ Resistance +5% light +9% cold Affinity +5% darkness other ------- Light +3 Infravision +2 Moonlight Ray: Puts all charms on 8 turn cooldown Effective talent level: 4.0 Power cost 8 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 88.97 damage. The damage dealt will increase with your Spellpower. 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. |
Dimmire2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Physical Crit +7.0% Damage +3% darkness defense ------ Mind save +6 (+2 eff.) Unlife -60.00 life other ------- Stamina/turn +2.00 Max stamina +30.00 Light +3 See Stealth +7 See Invisibility +8 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. |
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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: 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. |
10 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 240/400 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 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. |
chilling pouch of dwarven-steel shots of corruption (22/22, 36-43 power, 3 apr)3.0 Encumbrance T3 shot ammo [Ego+] Arcane Weapon Damage 35.5 - 42.6 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +5.0% Capacity 22 On-ranged-hit +11 cold On Hit: 20% Curse of Defenselessness level 3 Shots are used with slings to pummel your foes to death. |
pouch of iron shots (21/21, 14-17 power, 1 apr)3.0 Encumbrance T1 shot ammo [Normal] Weapon Damage 14.0 - 16.8 Physical Uses 70% Dex, 50% Mag, 50% Cun Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +4.0% Capacity 21 Shots are used with slings to pummel your foes to death. |
iron torque of gale force [power 105] (2/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 121 physical damage Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
Beurin the Flashmaster [power 254] (2/15 cooldown)2.0 Encumbrance T3 totem charm [Rare] Nature While equipped: Stats +1 Mag +6 Wil offense ------ Critical power +10.00% Damage +6% arcane Ignore resists +15% blight other ------- Light +1 Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 15 turn cooldown 100% to heal for 33. Natural totems are made by powerful wilders to store nature power. |
10 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. |
elm wand of clairvoyance 'Rainsear' [power 9] (2/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +4 Str +2 Mag offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% cold other ------- Light +1 Reveal the area around you, dispelling darkness (radius 9, power 54 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
5 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. |
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. |
9 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. |
11 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. |
Achievements
Bringer of Doom (Nightmare (Adventure) difficulty)
Killed a Bringer of Doom.By Trower the Skeleton Skirmisher level 28
25th Pyre 123rd year of Ascendancy at 04:54 see stats
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Trower the Skeleton Skirmisher level 22
1st Decay 122nd year of Ascendancy at 16:12 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By Trower the Skeleton Skirmisher level 23
11st Regrowth 123rd year of Ascendancy at 21:18 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Trower the Skeleton Skirmisher level 17
70th Dusk 122nd year of Ascendancy at 14:56 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Trower the Skeleton Skirmisher level 29
68th Pyre 123rd year of Ascendancy at 13:41 see stats
Fear me not! (Nightmare (Adventure) difficulty)
Survived the Fearscape!By Trower the Skeleton Skirmisher level 29
37th Pyre 123rd year of Ascendancy at 21:29 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 Trower the Skeleton Skirmisher level 21
5th Haze 122nd year of Ascendancy at 15:27 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Trower the Skeleton Skirmisher level 10
3rd Summertide 122nd year of Ascendancy at 05:14 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Trower the Skeleton Skirmisher level 20
79th Dusk 122nd year of Ascendancy at 19:30 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By Trower the Skeleton Skirmisher level 30
76th Pyre 123rd year of Ascendancy at 11:27 see stats
Merry wintertide! (Nightmare (Adventure) difficulty)
Finish the Santascape event and free the little helper elves.By Trower the Skeleton Skirmisher level 22
24th Haze 122nd year of Ascendancy at 17:39 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Trower the Skeleton Skirmisher level 22
30th Haze 122nd year of Ascendancy at 18:51 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By Trower the Skeleton Skirmisher level 26
1st Pyre 123rd year of Ascendancy at 04:17 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By Trower the Skeleton Skirmisher level 21
4th Haze 122nd year of Ascendancy at 09:55 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Trower the Skeleton Skirmisher level 24
19th Regrowth 123rd year of Ascendancy at 17:38 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Trower the Skeleton Skirmisher level 12
2nd Flare 122nd year of Ascendancy at 10:22 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 Trower the Skeleton Skirmisher level 25
53rd Regrowth 123rd year of Ascendancy at 18:11 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Trower the Skeleton Skirmisher level 16
63rd Dusk 122nd year of Ascendancy at 23:11 see stats
Thralless (Nightmare (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Trower the Skeleton Skirmisher level 25
53rd Regrowth 123rd year of Ascendancy at 09:41 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By Trower the Skeleton Skirmisher level 24
13rd Regrowth 123rd year of Ascendancy at 11:13 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Trower the Skeleton Skirmisher level 18
70th Dusk 122nd year of Ascendancy at 23:33 see stats
Log
You gain 1.46 gold from the transmogrification of mindwoven cashmere robe of the mind (+15%) (0 def, 0 armour).
You gain 9.49 gold from the transmogrification of focusing silk robe of life (0 def, 0 armour).
You gain 16.50 gold from the transmogrification of Blood-Letter (33-46 power, 4.5 apr).
You gain 11.12 gold from the transmogrification of stormbringer's stralite steamsaw of evisceration (30-45 power, 0 apr).
You gain 6.38 gold from the transmogrification of corrosive iron steamsaw of crippling (10-14 power, 0 apr).
You gain 7.40 gold from the transmogrification of stralite steamgun of piercing.
You gain 3.98 gold from the transmogrification of potent elven-wood magestaff of might (31-37 power, 5 apr, cold element).
You gain 5.92 gold from the transmogrification of lifebinding elven-wood magestaff (25-30 power, 5 apr, fire element).
You gain 11.46 gold from the transmogrification of infernal elven-wood vilestaff of invocation (25-30 power, 5 apr, blight element).
You gain 7.60 gold from the transmogrification of greater yew magestaff of fate (20-24 power, 4 apr, cold element).
You gain 4.22 gold from the transmogrification of vined mindstar of venom (5-6 power, 18 apr, nature damage).
You gain 2.70 gold from the transmogrification of hateful iron longsword of erosion (11-15 power, 2 apr).
You gain 3.45 gold from the transmogrification of ranger's yew longbow of cold.
You gain 4.81 gold from the transmogrification of ranger's ash longbow of piercing.
You gain 5.85 gold from the transmogrification of mighty elven-wood longbow of fire.
You gain 3.45 gold from the transmogrification of dwarven-steel greatsword of crippling (37-59 power, 2 apr).
You gain 6.34 gold from the transmogrification of warbringer's steel dagger of paradox (13-17 power, 6 apr).
You gain 4.46 gold from the transmogrification of truestriking stralite dagger (28-37 power, 9 apr).
You gain 8.89 gold from the transmogrification of enhanced steel dagger of crippling (14-18 power, 6 apr).
You gain 4.62 gold from the transmogrification of elemental stralite dagger of massacre (34-45 power, 9 apr).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 53; dur 3; cd 14).
You gain 3.06 gold from the transmogrification of heroism infusion (die at -106; dur 7; cd 34).
You gain 1.21 gold from the transmogrification of healing infusion of the psychic (heal 112; cd 10).
There is a A gate into Last Hope's graveyard here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Lore found: arrrrrrghhhhhh
You can read all your collected lore in the game menu, by pressing Escape.
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.











































































































