











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.5.0Donators/Buyers bonus! Enhanced Object Compare 1.5.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Opt-in Adventurers Parties 1.1.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Better Item Description 1.5.10This 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 Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Ashes of Urh'Rok 1.5.0Official 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:
Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Inventory Sort Order 1.3.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.5.0Official 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:
Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Doomed |
| Level / Exp | 27 / 90% |
| Size | medium |
| Lifes / Deaths | Killed by forest troll at level 2 on the 76th Pyre 122nd year of Ascendancy at 02:55 2 / 4Killed by deformed giant venus flytrap at level 9 on the 49th Dusk 122nd year of Ascendancy at 07:17 Killed by Isovea the skeleton warrior at level 22 on the 42nd Dusk 123rd year of Ascendancy at 11:24 Killed by saw horror at level 27 on the 58th Dusk 123rd year of Ascendancy at 00:09 |
Primary Stats
| Strength | 23 (base 10) |
| Dexterity | 15 (base 10) |
| Constitution | 10 (base 10) |
| Magic | 18 (base 10) |
| Willpower | 83 (base 53) |
| Cunning | 72 (base 57) |
Resources
| Life | 530/530 |
| Mana | 666/666 |
| Psi | 203/203 |
| Hate | 100/100 |
| Healing Factor | 1.0273510090747 |
| Regeneration | 4.8799172931048 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 15 |
| See Invisible | 18 |
| ESP Range | 10 |
| ESP Kinds | dragon |
Offense: Mainhand
| Damage | 22 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 24 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 18 |
| Accuracy | 45 |
| Crit Chance | 22% |
| APR | 18 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 18 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 62 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Physical | +8% |
| Cold | +10% |
| All | 0% |
| Darkness | +4% |
| Light | +3% |
| Mind | +32% |
| Lightning | +13% |
| Fire | +6% |
| Nature | +17% |
Offense: Damage Penetration
| Mind | +5% |
| Light | +15% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 18 (30%) |
| Defense | 17 |
| Ranged Defense | 17 |
| Fatigue | 0 |
| Physical Save | 50 |
| Spell Save | 34 |
| Mental Save | 42 |
Defense: Resistances
| Acid | 0%( 70%) |
| Blight | + 26%( 70%) |
| Arcane | + 5%( 70%) |
| Cold | + 27%( 70%) |
| All | 0%( 70%) |
| Lightning | + 20%( 70%) |
| Temporal | + 16%( 70%) |
| Darkness | + 9%( 70%) |
| Physical | 0%( 70%) |
| Fire | + 15%( 70%) |
| Nature | + 37%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 52% |
| Fear Resistance | 75% |
| Silence Resistance | 20% |
| Poison Resistance | 20% |
| Knockback Resistance | 15% |
Inscriptions (5/5)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 20 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 309 damage for 4 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 360 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 203 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 383% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 32% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
| Cursed / One with shadows | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Dark sustenance | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. You should bring it to the elders of Last Hope in the southeast. | active |
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 7 of Dreadfell. Escort: injured seer (level 7 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)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 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Scintillating Caves. Escort: lost warrior (level 3 of Scintillating Caves)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Device Mastery (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Dreadfell. Escort: worried loremaster (level 1 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Dreadfell. Escort: worried loremaster (level 2 of Dreadfell)As a reward you improved talent Mind Sear (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Mind Sear (+1 level(s)). | 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 ice wyrm tooth. Marus of Elvala has completed an elixir of the savior without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one 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 green worm. * You've found the needed ice ant stinger. 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 vial of wight ectoplasm. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed storm wyrm claw. 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! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Ivudhena (Nightmares) (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Dmg.mod +12% mind +9% acid Melee Ret 4 acid ----- def ----- Armour +3 Fatigue +3% Resists +8% lightning +7% temporal Phys.save +7 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Silence- +20% Confus- +32% Stun/Frz- +27% Curse of Nightmares A pair of boots made of leather. |
| Quiver | Hornet Stingers (20/20, 117% power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 117% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit / acc Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
| Light source | alchemist's lamp 'Vorebeth'1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Str dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Fatigue -2% Resists +6% darkness Mind.save +8 (+3 eff.) ---------- misc Light +3 Infravis +1 See.Stealth +5 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (Shrouds) (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+5 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Curse of Shrouds Instill Fear: Level 3.0 Pwr.cost 17 out of 36/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 32% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 24%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| On hands | Sludgegrip (Shrouds) (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+0 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Curse of Shrouds These gloves are coated with a thick, green liquid. |
| Tool | dwarven-steel pickaxe 'Lisyra' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +4 Wil +5 Cun ----- def ----- Fatigue -6% ---------- misc Hate/m.crit +4.00 Max.psi +30.00 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Lelurekor0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature ----- def ----- Armour +4 Resists +24% nature Crit.dmg- 15.00% Phys.save +42 (+13 eff.) Disease- +10% Rings can have magical properties. |
| On fingers | Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) HP.leech%% +15% HP.leech +30% You won the Ring of Blood trial, and this is your reward. |
| Around neck | Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
| In main hand | Cyrodhenor the thorny mindstar (Madness) (94% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Rare] Nature/Psionic Power 95% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +2% mind +4% darkness Melee Ret 4 mind 4 darkness ----- def ----- Resists +12% fire +5% arcane +3% darkness Confus- +5% ---------- misc Infravis +2 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | rough leather belt 'Ashsweeper' (Madness)1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +9 (+2 eff.) Dmg.mod +12% mind +6% fire ----- def ----- Phys.save +6 (+2 eff.) Curse of Madness A belt that goes around your waist. |
| In off hand | vined mindstar 'Drindur' (Misfortune) (88% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 89% Range: 1.1x Uses 35% Wil, 15% Cun Dmg Nature Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Dex +3 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +6% blight +3% fire +3% nature +3% temporal Phys.save +4 (+1 eff.) ---------- misc Telepathy Dragon Curse of Misfortune Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Cloak | Dryzilaleg (Nightmares) (2 def, 8 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +5 Wil dps ---------- Dmg.mod +6% mind Res.pen +5% mind Melee Ret 12 mind ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +6% blight +17% cold Spell.save +8 (+4 eff.) Mind.save +7 (+2 eff.) ---------- misc Max.mana +45.00 Curse of Nightmares A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Lightpall the silk robe (Madness) (6 def, 3 armour)2.0 T4 cloth armor [Random Unique] Nature/Master While equipped: Stats +6 Str +5 Mag +6 Wil dps ---------- Dmg.mod +13% lightning +8% physical +3% light +10% cold Res.pen +15% light +10% temporal ----- def ----- Armour +3 Defense +6 (+4 eff.) Resists +12% lightning +10% cold +6% temporal +14% blight Phys.save +20 (+6 eff.) Max.HP +60.00 HP.reg +4.50 Heal.mod +18% ---------- misc Light +3 Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion (418% speed; 4 turns)0.1 T2 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 increase movement speed by 418% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. 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 ability. Press to compare to your current inscriptions |
movement infusion of the duelist (452% speed; 4 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 452% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the duelist (455% speed; 4 turns)0.1 T2 infusion scroll [Ego] 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 increase movement speed by 455% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 4 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion of the sneak (561% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 561% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Primal Infusion (affinity 11%; cure magical, physical, mental)0.1 T3 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical, physical or mental effect and increase affinity for all damage by 11% (scales with Constitution) for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
heroism infusion of the sneak (+15 for 7 turns, die at -419)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 27 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 15 for 7 turns. While Heroism is active, you will only die when reaching -419 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+8 for 11 turns, die at -396)0.1 T3 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 11 turns. While Heroism is active, you will only die when reaching -396 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the wizard (+9 for 9 turns, die at -284)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 9 for 9 turns. While Heroism is active, you will only die when reaching -284 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
acid wave rune of the warrior (130 acid damage; disarm 5 turns with power 34)0.1 T2 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 unleash a wave of acid in a cone of radius 6, doing 130.36 acid damage. The corrosive acid will also disarm enemies struck for 5 turns (with power 34 vs. physical save). The surge of natural acids will remove one detrimental magical effect from you. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
biting gale rune of the sneak (171 cold damage; freeze 3 turns with power 56)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 170.94 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 56 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. 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 ability. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+5 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+4 eff.) Unleash a destructive wail, destroying terrain and dealing 328.32 physical damage (based on Magic) in a radius of 3. Uses 54 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% light ----- def ----- Resists +24% light Rings can have magical properties. |
yew magestaff of illumination (Shrouds) (120% power, 4 apr, lightning element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% lightning On Hit (Melee): * 7% chance to blind ----- def ----- Defense +8 (+5 eff.) ---------- misc Light +3 Talents +1 Command Staff Curse of Shrouds Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 38.51 light damage. Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of might (Corpses) (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+5 eff.) Dmg.mod +20% arcane ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
Staff of Absorption7.0 staff 2H weapon Reqs Mag 40 [Plot Item] Unknown Power 137% Range: 1.1x Uses 100% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+11 eff.) Acc +20 (+15 eff.) Absorb energies. Uses 900 power out of 1000/1000 Carved with runes of power, this staff seems to have been made long ago, yet it bears no signs of tarnish. Light around it seems to dim and you can feel its tremendous power simply by touching it. |
dwarven-steel greatsword 'Rhesta' (Corpses) (149% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 149% Range: 1.6x Uses 120% Str Dmg Blight Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 lightning +20 blight On Hit: * 25% chance for lightning to arc to a second target While equipped: dps ---------- Dmg.mod +12% blight Res.pen +15% temporal On Hit (Melee): * 30% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight +6% temporal Curse of Corpses Massive two-handed swords. |
dwarven-steel greatsword of massacre (Madness) (158% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Master Power 158% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% Curse of Madness Massive two-handed swords. |
dwarven-steel longsword (Shrouds) (124% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 124% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Curse of Shrouds Sharp, long, and deadly. |
manaburning dwarven-steel longsword (Misfortune) (121% power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Disrupt Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% On Hit: * 12 arcane resource burn Curse of Misfortune Sharp, long, and deadly. |
Corpathus (Nightmares) (150% power, 12 apr)3.0 T4 longsword 1H weapon Reqs Str 40 [Unique] Master/Unknown Power 150% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit.pwr / acc Apr +12 Crit +26.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +40.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Curse of Nightmares Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
arcing dwarven-steel mace of massacre (Madness) (142% power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Ego] Arcane/Master Power 143% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 lightning On Hit: * 25% chance for lightning to arc to a second target Curse of Madness Blunt and deadly. |
dwarven-steel waraxe (Misfortune) (121% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Normal] Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Curse of Misfortune One-handed war axes. |
insidious dwarven-steel waraxe (Corpses) (121% power, 4 apr)3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +31 insidious poison Curse of Corpses One-handed war axes. |
horrifying thorny mindstar (Madness) (100% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 100% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Dmg.mod +4% mind +4% darkness Melee Ret 5 mind 4 darkness Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar (Madness) (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Normal] Nature Power 96% Range: 1.1x Uses 40% Wil, 20% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+1 eff.) Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Merkul's Second Eye (Misfortune)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Unique] Arcane Acc+ +0.2% crit / acc Atk.spd 125% Range +9 Proj.spd +400% On Hit: 100% Arcane Eye 4 While equipped: dps ---------- Ranged+ 25 arcane ---------- misc Light +2 Curse of Misfortune This bow is said to have been the tool of an infamous dwarven spy. Rumours say it allowed him to "steal" the eyes of his enemies. Adversaries struck were left alive, only to unknowingly divulge their secrets to his unwavering sight. |
acidic dwarven-steel shield (Madness) (8 def, 2 armour, 72 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego] Nature While equipped: dps ---------- Melee+ 7 acid Melee Ret 16 acid ----- def ----- Armour +2 Defense +8 (+5 eff.) Rng.Def +8 (+5 eff.) Fatigue +12% ---------- misc Talents +3 Block Curse of Madness Handheld deflection devices. |
cashmere robe of corrosion (+15%) (Madness) (2 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+2 eff.) Resists +15% acid Curse of Madness A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant cashmere robe of alchemy (Corpses) (2 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +5% acid +5% physical +6% cold +5% nature +7% fire ----- def ----- Defense +2 (+2 eff.) Resists +11% acid +13% physical +11% fire +11% cold Poison- +20% Disease- +29% ---------- misc Cooldown Refit Golem -2 Curse of Corpses A cloth vestment. It offers no intrinsic protection but can be enchanted. |
hardened leather armour (Madness) (3 def, 6 armour)9.0 T3 light armor [Normal] While equipped: ----- def ----- Armour +6 Defense +3 (+3 eff.) Fatigue +8% Curse of Madness A suit of armour made of leather. |
Xonne (Shrouds) (11 def, 13 armour)9.0 T5 light armor [Random Unique] Master/Psionic While equipped: Stats +9 Dex +8 Wil +17 Cun dps ---------- Mind.crit +2% Crit.mult +10.00% ----- def ----- Armour +13 Defense +11 (+7 eff.) Fatigue +8% Resists +29% acid Mind.save +29 (+10 eff.) ---------- misc Equi/ret +0.08 Psi/ret +0.08 Curse of Shrouds A suit of armour made of leather. |
dwarven-steel mail armour of acid resistance (Madness) (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 Heavy Armour Training [Ego] Master While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +16% Resists +19% acid Curse of Madness A suit of armour made of mail. |
dwarven-steel plate armour (Misfortune) (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Curse of Misfortune A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of temporal resistance (Shrouds) (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Ego] Arcane While equipped: ----- def ----- Armour +11 Defense +5 (+4 eff.) Fatigue +24% Resists +17% temporal +12% light +13% darkness Curse of Shrouds A suit of armour made of metal plates. |
Porykira the rough leather belt (Madness)1.0 T1 belt armor [Rare] Nature While equipped: Stats +7 Dex dps ---------- Phys.pwr +4 (+2 eff.) Acc +8 (+8 eff.) Apr +3 ----- def ----- Defense +6 (+4 eff.) Rng.Def +6 (+4 eff.) HP.reg +0.80 Heal.mod +13% Curse of Madness A belt that goes around your waist. |
hardened leather belt (Madness)1.0 T3 belt armor [Normal] Curse of Madness A belt that goes around your waist. |
hardened leather belt of the mystic (Nightmares)1.0 T3 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Mind.save +9 (+3 eff.) Curse of Nightmares A belt that goes around your waist. |
regal cashmere cloak (Misfortune) (2 def, 0 armour)2.0 T3 cloak armor [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Defense +2 (+2 eff.) Mind.save +5 (+2 eff.) Curse of Misfortune A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (Madness) (2 def, 5 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +3 (+2 eff.) ----- def ----- Armour +5 Defense +2 (+2 eff.) Fatigue -4% Resists +19% cold Curse of Madness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Zanabar the Demonmoon (Nightmares) (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Wil +2 Cun +2 Con dps ---------- Mind.crit +1% Dmg.mod +6% darkness +6% mind On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +1 Fatigue +1% Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Equi/ret +0.08 Curse of Nightmares A pair of boots made of leather. |
pair of hardened leather boots (Shrouds) (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% Curse of Shrouds A pair of boots made of leather. |
stealthy pair of hardened leather boots (Misfortune) (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: Stats +8 Lck +3 Dex ----- def ----- Armour +3 Fatigue +3% Stealth +8 Curse of Misfortune A pair of boots made of leather. |
Aetherwalk (Shrouds) (6 def, 0 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +5 (+3 eff.) ----- def ----- Defense +6 (+4 eff.) Fatigue +1% Resists +12% arcane Res.Cap +5% arcane Curse of Shrouds Phase door up to range 6, within radius 2 of the target location. Uses 22 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
Cloud Caller (Madness) (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light +10% lightning ----- def ----- Resists +10% light +10% lightning Curse of Madness Call Lightning: Level 1.0 Pwr.cost 18 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 54.86 to 164.58 lightning damage. The damage will increase with your Mindpower. This hat's broad brim protects you from harsh sunlight and sudden storms. |
Silyba the hardened leather cap (Corpses) (0 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Con dps ---------- Res.pen +10% physical ----- def ----- Armour +3 Fatigue +3% Resists +12% blight +11% light +13% darkness Spell.save +6 (+3 eff.) HP.reg +0.20 Curse of Corpses A cap made of leather. |
hardened leather cap 'Zanudohek' (Nightmares) (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +7 Dex dps ---------- Dmg.mod +15% acid Res.pen +15% acid Apr +6 ----- def ----- Armour +3 Fatigue +3% Crit.dmg- 10.00% ---------- misc Infravis +2 Curse of Nightmares A cap made of leather. |
hardened leather cap of constitution (+2) (Shrouds) (0 def, 3 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +2 Con ----- def ----- Armour +3 Fatigue +3% Curse of Shrouds A cap made of leather. |
Aletta's Diadem (Shrouds) (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+3 eff.) Dmg.mod +10% mind Melee Ret 12 mind Curse of Shrouds Psychic Lobotomy: Level 2.4 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 156.90 mind damage and cripples the target's higher mental functions, reducing cunning by 13 and confusing (32% power) the target for 3 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+3 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+3 eff.) Phys.save +4 (+1 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. |
6 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+4 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+4 eff.) Phys.save +6 (+2 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. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+5 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+5 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
132 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
scorching brass lantern of health2.0 T1 lite [Ego] Arcane/Nature While equipped: dps ---------- Melee Ret 11 fire ----- def ----- Resists +5% fire Max.HP +40.00 ---------- misc Light +2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 182 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. |
iron torque of kinetic psionic shield 'Pitchraze' [power 23] (18 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% arcane On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +5% arcane Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
warded iron torque of kinetic psionic shield [power 23] (18 cooldown)2.0 T1 torque charm [Ego+] Psionic While equipped: ---------- misc Wards +1 physical +2 mind +2 darkness Talents +1 Ward Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 23 for 7 turns Puts all charms on 18 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of kinetic psionic shield 'Elolemira' [power 55] (16 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- Resists +6% light +5% arcane +3% nature Poison- +5% Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 55 for 7 turns Puts all charms on 16 cooldown 100% to regenerate 4 psi. Torques are made by powerful psionics to store psionic powers. |
elm totem of thorny skin 'Getybers' [power 16] (18 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind ----- def ----- Resists +15% mind Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Keridwen the Doomed the Cornac Doomed level 12
75th Dusk 122nd year of Ascendancy at 01:53 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Keridwen the Doomed the Cornac Doomed level 18
1st Time of Balance 123rd year of Ascendancy at 05:17 see stats
Guiding Hand (Nightmare (Adventure) difficulty)
Saved all escorted adventurers.By Keridwen the Doomed the Cornac Doomed level 25
54th Dusk 123rd year of Ascendancy at 15:16 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Keridwen the Doomed the Cornac Doomed level 10
52nd Dusk 122nd year of Ascendancy at 09:47 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Keridwen the Doomed the Cornac Doomed level 20
4th Pyre 123rd year of Ascendancy at 09:15 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Keridwen the Doomed the Cornac Doomed level 17
38th Regrowth 123rd year of Ascendancy at 07:57 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Keridwen the Doomed the Cornac Doomed level 8
12nd Dusk 122nd year of Ascendancy at 22:33 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Keridwen the Doomed the Cornac Doomed level 11
60th Dusk 122nd year of Ascendancy at 15:14 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Keridwen the Doomed the Cornac Doomed level 17
61st Regrowth 123rd year of Ascendancy at 16:51 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Keridwen the Doomed the Cornac Doomed level 26
56th Dusk 123rd year of Ascendancy at 19:49 see stats
Log
Talent Mind Sear is ready to use.
Keridwen the Doomed receives 21 healing.
Bleeding from Saw horror hits Keridwen the Doomed for (15 deflected), 16 physical (16 total damage).
Imploding (slow) from Saw horror hits Keridwen the Doomed for (56 deflected), 56 physical (56 total damage).
You have deflected 75 incoming damage!
Your hatred grows even as your life fades! (+17 hate)
Shadow casts Fade.
Shadow fades!
Saw horror starts to bleed.
Something hits Keridwen the Doomed for (75 deflected), 236 physical (236 total damage).
Something hits Saw horror for (90 to psi shield), 183 physical (183 total damage).
Something hits Shadow for 0 physical damage.
Keridwen the Doomed the level 27 cornac doomed was skewered to death by a saw horror on level 9 of Dreadfell.
--------------------------------
You have 2 life(s) left.
Keridwen the Doomed deactivates Chant of Fortitude.
Keridwen the Doomed deactivates Premonition.
Keridwen the Doomed has finished recovering.
Keridwen the Doomed is moving less freely.
Keridwen the Doomed stops bleeding.
Keridwen the Doomed deactivates Call Shadows.
Keridwen the Doomed deactivates Deflection.
Keridwen the Doomed shakes off the crushing forces.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Something killed Keridwen the Doomed!
Saving done.
Saving game...
Saving done.




































































































