











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.4 |
Addons | Items Vault 1.6.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Ashes of Urh'Rok 1.6.0Official 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:
Better Item Description 1.6.0This 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 Possessor Bonus Class 1.6.0Donators/Buyers bonus! Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.6.0Official 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.
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Campaign | Maj'Eyal |
Mode | Normal Roguelike |
Sex | Male |
Race | Halfling |
Class | Shadowblade |
Level / Exp | 27 / 3% |
Size | medium |
Lifes / Deaths | Killed by skeleton mage at level 27 on the 55th Regrowth 123rd year of Ascendancy at 05:59 / 1 |
Primary Stats
Strength | 17 (base 13) |
Dexterity | 82 (base 58) |
Constitution | 31 (base 10) |
Magic | 35 (base 13) |
Willpower | 10 (base 10) |
Cunning | 72 (base 53) |
Resources
Life | -356/856 |
Mana | 115/186 |
Stamina | 71/173 |
Healing Factor | 1.1567164179105 |
Regeneration | 21.110074626866 |
Speed
Mental | +3.0165363095713% |
Attack | 0% |
Movement | +10% |
Spell | +3.0165363095713% |
Global | +80.487804878049% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 39.286009934143 |
See Invisible | 51.286009934143 |
Offense: Mainhand
Damage | 76 |
Accuracy | 74 |
Crit Chance | 37% |
APR | 39 |
Speed | 0.97 |
Offense: Offhand
Damage | 32 |
Accuracy | 74 |
Crit Chance | 28% |
APR | 9 |
Speed | 0.78 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 29% |
Speed | 0.97071794085072 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 24% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Light | +36% |
Temporal | +3% |
Physical | +12% |
All | 0% |
Offense: Damage Penetration
Blight | +25% |
Light | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 5 (63.720930232558%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 28 |
Mental Save | 41 |
Defense: Resistances
Darkness | + 39%( 70%) |
Lightning | + 41%( 70%) |
Light | + 27%( 70%) |
Temporal | + 25%( 70%) |
Blight | + 26%( 70%) |
Physical | + 21%( 70%) |
Cold | + 22%( 70%) |
All | + 17%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 100% |
Poison Resistance | 50% |
Stun Resistance | 50% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 502 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (97% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (44 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -204 life. The duration and life will increase by 1% for every 1% life you have lost (currently 493 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
Cunning / Shadow magic | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Stealth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Duelist | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 4/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Cunning / Ambush | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Shadow Feed |
talent | Shadow Combat |
detrimental effect | The target is on fire, taking 40.19 fire damage per turn. Burning |
beneficial effect | Increases physical power, physical save, spellpower, spell save, mindpower, and mental save by 6. Militant Mind |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Keeps you from dying even if your life drops to -318 Heroism |
detrimental effect | Reduces global action speed by 24% and all outgoing projectiles speed by 44%. Congeal Time |
beneficial effect | The target is out of phase with reality, increasing defense by 10, resist all by 10%, and reducing the duration of detrimental timed effects by 10%. Out of PhaseThese effects cap at 40%. |
detrimental effect | The target is infected by a disease, reducing its constitution by 7 and doing 11.91 blight damage per turn. Rotting Disease |
beneficial effect | Parrying melee and ranged attacks: Has a 59% chance to deflect up to 14 damage from the next 2.8 attack(s). Parried attacks cannot crit. Parrying |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 4 of Old Forest. Escort: injured seer (level 4 of Old Forest)As a reward you improved Magic by +5. | 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 Dexterity by +5. | done |
You failed to protect the lone alchemist from death by bandit. Escort: lone alchemist (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by brown bear. Escort: lost warrior (level 3 of Old Forest) | failed |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress 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: 77. | 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. | 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 has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mastery. 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 orc heart. * You've found the needed giant spider spinneret. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed black mamba head. * You've found the needed vial of squid ink. | 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 | ![]() 0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 9/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
Light source | ![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +6 Cun +3 Con dps ---------- Dmg.mod +12% physical ----- def ----- Resists +8% blight HP.reg +9.00 ---------- misc Max.hate +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +8 Dex dps ---------- Res.pen +25% blight Melee Ret 2 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +3 Fatigue +3% Resists +3% temporal +12% light +26% darkness ---------- misc Infravis +4 A cap made of leather. |
On hands | ![]() 1.5 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Melee+ 11 temporal Ranged+ 7 temporal Dmg.mod +3% temporal Acc +6 (+1 eff.) Apr +5 Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +2 Fatigue +3% Resists +3% blight +7% temporal ---------- misc Mana/turn +0.16 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 73 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Cun +2 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +11% light ----- def ----- Defense +6 (+1 eff.) Rings can have magical properties. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +13 (+7 eff.) HP.reg +3.00 Stun/Frz- +26% ---------- misc Max.stam +15.00 Rings can have magical properties. |
Around neck | ![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +11 Lck +7 Con dps ---------- Acc +16 (+4 eff.) ----- def ----- Defense +14 (+3 eff.) Resists +14% lightning +6% cold Crit.dmg- 15.00% Phys.save +10 (+5 eff.) Unseen.red 14% Max.HP +54.00 HP.reg +6.00 Stun/Frz- +24% ---------- misc See.Invis +12 Amulets can have magical properties. |
In main hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Power 30.0 - 39.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR (max 50%) Apr +30 Crit +10.0% Atk.spd 100% Melee+ +20 darkness +10% confusion While equipped: dps ---------- Dmg.mod +25% darkness ---------- misc Light +0 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T5 belt armor [Random Unique] Nature While equipped: Stats +5 Str +8 Con dps ---------- Phys.pwr +9 (+3 eff.) Mind.pwr +7 (+3 eff.) S.pwr/crit +2 Melee Ret 8 temporal ----- def ----- Phys.save +8 (+4 eff.) Mind.save +12 (+4 eff.) Max.HP +51.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Power 10.0 - 13.0 Light Uses 20% Cun, 20% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 200% of your Dexterity as Light damage (164). While equipped: dps ---------- Dmg.mod +25% light Res.pen +25% light ---------- misc Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Cloak | ![]() 2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 42.34 to 127.03 lightning damage (84.68 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 61 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 95.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 51 damage per debuff cleansed (not counting cross-tier ones). If there was only cross-tier effects to clean, no shield is created and the rune goes on a 75% faster cooldown. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +10% nature +10% blight Poison- +20% Disease- +22% Amulets can have magical properties. |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets can have magical properties. |
![]() 0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: Touch a target (or yourself) to infuse it with Nature, healing it for 204 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +16% temporal Pinning- +29% Knockbk- +26% Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% fire ----- def ----- Resists +6% lightning +22% fire Phys.save +9 (+5 eff.) Spell.save +3 (+2 eff.) Disarm- +10% Rings can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+1 eff.) Rings can have magical properties. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +23.00% Spell.pwr +14 (+5 eff.) Melee+ 21 fire Dmg.mod +20% fire ----- def ----- Phys.save +9 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% blight +3% mind +15% acid Res.pen +15% mind Melee Ret 8 mind ----- def ----- Armour +6 Hardiness +6% Phys.save +10 (+5 eff.) ---------- misc Mana/turn +0.19 Max.mana +58.00 Talents +1 Command Staff On Spell Hit: 10% Freeze 3 Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.3% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit: * Create an explosion dealing 69 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +16.0% Dmg.mod +17% lightning Res.pen +24% lightning Massive two-handed battleaxes. |
![]() 1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T1 dagger 1H weapon [Normal] Power 11.0 - 14.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Sharp, short and deadly. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +10 blight +10 fire burn On Crit.r2 +20 infective blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Cun, 10% Mag, 45% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 143.03 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
![]() 4.0 T3 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 While equipped: dps ---------- Phys.crit +7.0% Acc +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
![]() 3.0 T4 shot ammo [Ego+] Nature Power 43.0 - 51.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 20 Ranged+ +8 fire On Crit.r2 +10 fire On Hit: * 20% chance to create vines that bind the target to the ground dealing 137 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor [Ego++] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +4 Str +3 Dex dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Mag +1 Cun +4 Con dps ---------- Res.pen +5% temporal ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +5% mind +16% cold Mind.save +12 (+4 eff.) Max.HP +20.00 A suit of armour made of leather. |
![]() 9.0 T4 light armor Reqs Str 18 [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +19% cold +13% light +16% darkness A suit of armour made of leather. |
![]() 14.0 T2 heavy armor Reqs - Heavy armour training Str 20 [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+0 eff.) Fatigue +12% Resists +17% cold +11% light +12% darkness A suit of armour made of mail. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% mind ----- def ----- Resists +6% blight Max.HP +30.00 ---------- misc See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +2 (+1 eff.) ----- def ----- Mind.save +5 (+1 eff.) A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +8 (+2 eff.) Resists +5% blight Phys.save +13 (+7 eff.) The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Spell.save +5 (+3 eff.) Mind.save +6 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 Stam/turn +0.30 Max.stam +11.00 A pair of boots made of leather. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc 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. |
![]() 3.0 T3 feet armor [Ego++] Arcane/Psionic While equipped: Stats +3 Mag +6 Wil +3 Cun ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +5 (+1 eff.) Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +5% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 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. |
![]() 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee+ 7 cold Dmg.mod +3% cold ----- def ----- Armour +8 Resists +16% cold Knockbk- +10% ---------- misc Stam/turn +3.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +6 (+1 eff.) Apr +6 ----- def ----- Armour +2 Resists +8% blight Spell.save +13 (+7 eff.) 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. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% acid Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +15% acid +3% light ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Phys.save +11 (+6 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Wil dps ---------- Dmg.mod +15% fire Res.pen +15% cold Melee Ret 6 cold ----- def ----- Armour +3 Fatigue +3% Resists +8% blight +6% fire +12% cold Mind.save +8 (+2 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Crit.mult +5.00% ----- def ----- Armour +11 Fatigue +3% Phys.save +15 (+8 eff.) Disease- +20% Confus- +20% A cap made of leather. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% blight ----- def ----- Resists +6% darkness Max.HP +40.00 ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +46.00 Heal.mod +10% ---------- 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. |
![]() 1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Random Unique] Master/Psionic While equipped: Stats +1 Str +6 Wil +5 Cun dps ---------- Dmg.mod +7% mind ----- def ----- Resists +12% blight ---------- misc Light -4 Infravis +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc 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.(50 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str ----- def ----- Resists +12% temporal Die.at -20.00 life Confus- +10% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Normal] While equipped: Stats +1 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +3 Str +1 Wil +2 Cun dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +3% mind ---------- misc Infravis +1 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 195 lightning damage Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Catfoshman the Shadowblade the Halfling Shadowblade level 12
52nd Dusk 122nd year of Ascendancy at 17:30 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 16
51st Haze 122nd year of Ascendancy at 14:15 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 24
24th Regrowth 123rd year of Ascendancy at 14:38 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 10
23rd Dusk 122nd year of Ascendancy at 18:05 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 20
3rd Decay 122nd year of Ascendancy at 00:29 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 13
9th Haze 122nd year of Ascendancy at 22:29 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 27
55th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 7
7th Flare 122nd year of Ascendancy at 17:32 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 24
33rd Regrowth 123rd year of Ascendancy at 00:06 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 15
48th Haze 122nd year of Ascendancy at 18:11 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 24
32nd Regrowth 123rd year of Ascendancy at 05:23 see stats
By Catfoshman the Shadowblade the Halfling Shadowblade level 16
51st Haze 122nd year of Ascendancy at 14:25 see stats
Log
Catfoshman the Shadowblade performs a melee critical strike against Skeleton warrior!
The shield around skeleton warrior crumbles.
Catfoshman the Shadowblade performs a melee critical strike against Skeleton warrior!
Personal New Achievement: That was close (Roguelike)!
Catfoshman the Shadowblade hits Skeleton warrior for (91 absorbed), 405 physical, 24 darkness, 10 temporal, 16 light, 38 darkness, 218 light, 10 temporal, 16 light, 38 darkness (775 total damage).
Catfoshman the Shadowblade hits Skeleton mage for (274 absorbed), 0 physical, (24 absorbed), 0 darkness, (8 absorbed), 0 temporal, (16 absorbed), 0 light, (38 absorbed), 0 darkness, (47 absorbed), 90 light, 8 temporal, 16 light, 38 darkness, 93 light (244 total damage).
Catfoshman the Shadowblade killed Skeleton warrior!
Skeleton mage seems less powerful.
Skeleton mage casts Flame.
Skeleton mage hits Catfoshman the Shadowblade for 80 fire damage.
Catfoshman the Shadowblade is no longer evading attacks.
Talent Whirlwind is ready to use.
Burning from Skeleton mage hits Catfoshman the Shadowblade for 40 fire damage.
Rotting Disease from Elder vampire hits Catfoshman the Shadowblade for 10 blight damage.
Catfoshman the Shadowblade uses Whirlwind.
Catfoshman the Shadowblade becomes a whirlwind of weapons!
Catfoshman the Shadowblade performs a melee critical strike against Skeleton mage!
Skeleton mage is afflicted by a crippling illness!
Catfoshman the Shadowblade hits Skeleton mage for 154 physical, 24 darkness, 8 temporal, 16 light, 38 darkness, 82 light (321 total damage).
Catfoshman the Shadowblade killed Skeleton mage!
Talent Dual Strike is ready to use.
Burning from Skeleton mage hits Catfoshman the Shadowblade for 40 fire damage.
Rotting Disease from Elder vampire hits Catfoshman the Shadowblade for 10 blight damage.
Catfoshman the Shadowblade casts Shadowstep.
Catfoshman the Shadowblade casts Phase Door.
Catfoshman the Shadowblade is out of phase.
Skeleton mage casts Flame.
Saving game...