











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Mannendake's Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. This is a fork of a fork of Marson's auto-explore and rest tweaks, forked by Dracos and then again by mannendake. This version fixes opening doors taking a turn and returns the fixedart icons to their respective lore entries. v3.5.1 *** FOR ToME v1.7.2 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. This mod provides several options to control it. These may be found by opening the Game Menu->Game Options->Gameplay menu. Feel free to customize to preference with the defaults meant to be free of questionable behavior. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/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. Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Drem |
Class | Writhing One |
Level / Exp | 34 / 44% |
Size | medium |
Lifes / Deaths | Killed by Bethyrelle the rogue sapper at level 11 on the 4th Wealth 122nd year of Ascendancy at 02:16 0 / 8Killed by Aryvea the large white snake at level 22 on the 43rd Dearth 122nd year of Ascendancy at 00:40 Killed by worm that walks (servant of ughjesusgross) at level 24 on the 19th Loss 122nd year of Ascendancy at 17:27 Killed by Iveldarin the maelstrom at level 31 on the 19th Gold 123rd year of Ascendancy at 09:30 Killed by elder vampire at level 32 on the 5th Stralite 123rd year of Ascendancy at 08:26 Killed by armoured skeleton warrior at level 32 on the 5th Stralite 123rd year of Ascendancy at 11:18 Killed by Merigueth the Bringer of Doom at level 34 on the 41st Stralite 123rd year of Ascendancy at 13:46 Killed by Merigueth the Bringer of Doom at level 34 on the 41st Stralite 123rd year of Ascendancy at 14:06 |
Primary Stats
Strength | 18 (base 13) |
Dexterity | 11 (base 10) |
Constitution | 28 (base 21) |
Magic | 70 (base 60) |
Willpower | 19 (base 10) |
Cunning | 68 (base 60) |
Resources
Life | -212/1050 |
Mana | 343/343 |
Insanity | 51/100 |
Positive | 149/149 |
Healing Factor | 1.6456298990389 |
Regeneration | 9.29780892957 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 47.493454581481 |
See Invisible | 57.493454581481 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 118 |
Accuracy | 48 |
Crit Chance | 33% |
APR | 31 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 36% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Temporal | +8% |
Blight | +18% |
Physical | +15% |
Darkness | +80% |
All | 0% |
Offense: Damage Penetration
Acid | +13% |
Temporal | +18% |
Physical | +17% |
Darkness | +58% |
All | +8% |
Defense: Base
Armour (hardiness) | 6.9999999999999 (35.65183292883%) |
Defense | 45 |
Ranged Defense | 45 |
Fatigue | 0 |
Physical Save | 28 |
Spell Save | 30 |
Mental Save | 42 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 20%( 70%) |
All | + 16%( 70%) |
Lightning | + 34%( 70%) |
Light | + 26%( 70%) |
Temporal | + 23%( 70%) |
Physical | + 23%( 70%) |
Fire | + 16%( 70%) |
Darkness | + 33%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 60% |
Teleport Resistance | 10% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 30 up to 5 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 610% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 72 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.70 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
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 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You failed to protect the lone alchemist from death by Iveldarin the maelstrom. Escort: lone alchemist (level 8 of Dreadfell) | failed |
You failed to protect the lost defiler from death by Bethyrelle the rogue sapper. Escort: lost defiler (level 2 of Ruins of Kor'Pul) | 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 gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+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 Wrathroot. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed warg claw. * You've found the needed orc heart. 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 elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed xorn fragment. * You've found the needed pouch of luminous horror dust. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within5 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 | ![]() 2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 54% (based on Cunning). Uses 40 power out of 34/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Light source | ![]() 1.0 T3 lite [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +8% all Apr +8 ----- def ----- Defense +25 (+8 eff.) Phys.save +6 (+3 eff.) Max.HP +49.00 Heal.mod +10% Teleport- +10% ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 47 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
Tool | ![]() 2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Res.pen +20% darkness ----- def ----- Resists +9% lightning +12% darkness Sting an enemy dealing 548 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 12 cooldown 100% to reduce fatigue by 60% for 2 turns. 100% to gain a 32% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +12 (+4 eff.) Apr +11 ----- def ----- Defense +13 (+4 eff.) Stun/Frz- +30% Disengage: Puts all charms on 8 cooldown Level 2.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -6% HP.reg +2.00 Stun/Frz- +21% ---------- misc Max.enc +21 Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+2 eff.) Dmg.mod +6% lightning +15% darkness Res.pen +5% darkness +5% acid Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce armor by 38% ----- def ----- Phys.save +6 (+3 eff.) A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 staff 1H weapon [Ego+] Arcane/Master Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +12% Phys.pwr +7 (+1 eff.) Spell.pwr +19 (+5 eff.) Dmg.mod +25% darkness Acc +9 (+3 eff.) ----- def ----- Phys.save +9 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 109% Range: 1.1x Uses 40% Cun, 40% Str, 70% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +7 (+3 eff.) Dmg.mod +14% darkness +15% physical Res.pen +15% darkness +9% physical ----- def ----- Resists +6% blight +13% all Max.HP +62.00 HP.reg +3.40 Heal.mod +20% ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con ----- def ----- Defense +2 (+1 eff.) Resists +12% lightning +5% arcane +12% light +9% acid Max.HP +40.00 Heal.mod +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 47 power out of 35/60 The evilness of undeath radiates from this amulet. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 181 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
![]() 0.1 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 cure yourself of one random magical and physical effect and reduce all damage taken by 31% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 nature talent. |
![]() 0.1 rune scroll [Normal] 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 become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 39% faster, and you are invisible (power 24). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +14.00% Phys.pwr +7 (+1 eff.) Phys.spd +10% Dmg.mod +7% physical Acc +6 (+2 eff.) Apr +14 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Str +4 Cun +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +5 (+1 eff.) ----- def ----- Defense +18 (+6 eff.) Resists +5% arcane Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Wil +1 Con dps ---------- Crit.mult +15.00% Melee Ret 2 physical On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 40 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
![]() 0.1 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? |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +2 Wil dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Mind.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+3 eff.) Max.HP +57.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T1 dagger 1H weapon [Ego] Arcane/Master Power 112% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +9 cold Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Arcane/Master Power 147% Range: 1.3x Uses 50% Dex, 50% Mag, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 temporal While equipped: dps ---------- Res.pen +9% physical Acc +17 (+6 eff.) Apr +10 ----- def ----- Resists +14% temporal Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Psionic Power 131% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Rare] Arcane Power 141% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 98 damage While equipped: dps ---------- Spell.crit +4% S.pwr/crit +10 Dmg.mod +18% blight +15% fire Melee Ret 4 arcane ----- def ----- Resists +6% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane Power 146% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +16 light Against +14% Undead On Crit: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego+] Arcane/Master Power 129% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 1 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 28 While equipped: ----- def ----- Disease- +20% Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego++] Arcane/Master Power 160% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +14 blight On Hit: 20% Epidemic 4 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 28 While equipped: Stats +7 Str dps ---------- Dmg.mod +10% physical Acc +21 (+7 eff.) ----- def ----- Disease- +28% Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego+] Master Power 142% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +14 (+5 eff.) Apr +12 Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Nature/Master Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +8 darkness On Crit.r2 +12 darkness While equipped: Stats +15 Str +14 Dex +11 Mag +30 Wil +20 Cun +29 Con dps ---------- Phys.crit +6.0% Dmg.mod +18% darkness Res.pen +5% blight Acc +20 (+7 eff.) ----- def ----- Max.HP +80.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T3 mindstar 1H weapon Reqs Wil 24 [Rare] Nature/Psionic Power 93% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +9 (+4 eff.) Dmg.mod +14% mind +12% arcane Res.pen +10% lightning ----- def ----- Armour +12 Defense +30 (+10 eff.) Resists +2% physical +12% nature +9% mind ---------- misc Psi/m.crit +3.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 7.0 staff 2H weapon [Plot Item] Unknown Power 137% Range: 1.1x Uses 150% Mag Dmg Arcane Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 While equipped: dps ---------- Spell.crit +10% Spell.pwr +20 (+6 eff.) Acc +20 (+7 eff.) Absorb energies. Uses 781 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. |
![]() 5.0 T3 staff 2H weapon [Rare] Nature Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +6% darkness +20% temporal Res.pen +40% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 * 20% chance to reduce damage dealt by 20% ----- def ----- Defense +10 (+3 eff.) Resists +20% darkness ---------- misc Light +4 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 113.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +21% darkness +12% blight Res.pen +10% darkness +25% blight ----- def ----- Resists +12% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.crit +13% Spell.pwr +16 (+5 eff.) Mind.pwr +15 (+6 eff.) Dmg.mod +25% darkness Res.pen +5% acid ---------- misc Equi/ret +0.12 Max.mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Ego] Arcane Power 138% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +15 (+4 eff.) Dmg.mod +31% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Nature/Disrupt/Steamtech Power 148% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Against +13% Unnatural On Crit.r2 +55 fire Uses 1.0 Steam While equipped: Stats +3 Wil dps ---------- All.spd +1% Res.pen +18% fire ----- def ----- Armour +6 Defense +10 (+3 eff.) Fatigue +12% ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T5 steamsaw 1H weapon Reqs Str 48 Steam Pool [Ego+] Master/Steamtech Power 152% Range: 1.5x Uses 50% Mag, 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +5.0% Atk.spd 100% Block +100 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +16 Defense +10 (+3 eff.) Fatigue +12% Phys.save +10 (+5 eff.) ---------- misc Talents +3 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
![]() 3.0 T3 waraxe 1H weapon Reqs Str 24 [Ego] Nature/Master Power 117% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +11 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +20% One-handed war axes. |
![]() 1.0 T3 belt armor [Ego+] Master While equipped: Stats +5 Dex +5 Cun +7 Lck ----- def ----- Stealth +9 ---------- misc T.Disarm +11 Infravis +5 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +5 Wil +2 Cun +2 Con dps ---------- Crit.mult +20.00% Dmg.mod +15% blight Res.pen +10% blight ----- def ----- Defense +1 (+0 eff.) ---------- misc Max.psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +7% ----- def ----- Defense +2 (+1 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 T3 cloak armor [Ego++] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Armour +5 Defense +12 (+4 eff.) Phys.save +15 (+8 eff.) Spell.save +19 (+9 eff.) Mind.save +16 (+6 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 T3 cloth armor [Normal] While equipped: ----- def ----- Resists +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +8 (+3 eff.) S.pwr/crit +4 ----- def ----- Resists +15% all Silence- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +25% blight ----- def ----- Resists +25% blight +15% all Mind.save +22 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +11% all ----- def ----- Resists +13% all Spell.save +18 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +9 (+5 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Stam/turn +0.30 Max.stam +21.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Ego++] Arcane/Psionic While equipped: Stats +3 Cun +2 Wil dps ---------- Res.pen +16% darkness +12% temporal ----- def ----- Armour +5 Fatigue +4% Resists +20% darkness +15% temporal Phys.save +10 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +9 (+3 eff.) Def/telep +13 Res/telep +20% Dur/telep +13% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 28 ----- def ----- Armour +2 Fatigue +3% Resists +5% arcane +12% blight Max.HP +60.00 HP.reg +4.00 Silence- +20% ---------- misc Stam/turn +0.90 Max.stam +16.00 Unarmed combat: Power 123% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 10% Nightmare 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 T4 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Dex +5 Cun dps ---------- Acc +10 (+3 eff.) ----- def ----- Armour +3 Resists +13% darkness Phys.save +6 (+3 eff.) ---------- misc Infravis +2 Cooldown Double Strike -1 Unarmed combat: Power 129% Range: 1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +5 Crit +19.0% Atk.spd 100% Melee+ +4 darkness On Hit: 10% Set Up 5 On Crit: 10% Dominate 5 Track: Puts all charms on 12 cooldown Level 3.4 Pwr.cost 12 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 24 for 6 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +5 Cun +8 Con dps ---------- Mind.crit +5% Crit.mult +15.00% Mind.pwr +15 (+6 eff.) Melee+ 8 mind Dmg.mod +8% mind Acc +7 (+2 eff.) Apr +10 ----- def ----- Armour +15 Hardiness +8% Fatigue +3% Resists +7% mind +6% physical Unarmed combat: Power 122% Range: 1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +16 Crit +8.0% Atk.spd 83% On Crit.r2 +7 mind On Hit: 15% Perfect Strike 3 On Hit: 5% Stone Touch 3 On Hit: 20% Psychic Lobotomy 3 Steady Shot: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +6 Dex +2 Cun +2 Con dps ---------- Dmg.mod +9% light Res.pen +20% lightning Melee Ret 4 lightning ----- def ----- Armour +3 Fatigue +3% ---------- misc Light +3 A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +3% Resists +9% blight +8% darkness +5% all Phys.save +8 (+4 eff.) Spell.save +9 (+4 eff.) Mind.save +6 (+2 eff.) Circle of Sanctity: (Instant) Puts all charms on 24 cooldown Level 4.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 18 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +10% nature Res.pen +10% darkness +25% physical ----- def ----- Defense +1 (+0 eff.) Resists +15% nature +3% darkness A pointy cloth hat, very wizardly... |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego++] Nature/Master While equipped: Stats +3 Wil ----- def ----- Armour +16 Defense +5 (+2 eff.) Fatigue +5% Resists +15% blight +13% darkness Phys.save +7 (+4 eff.) ---------- misc Light +1 A suit of armour made of mail. |
![]() 14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Arcane/Nature While equipped: Stats +6 Str +5 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +6% Phys.pwr +17 (+4 eff.) Spell.pwr +12 (+4 eff.) Mind.pwr +16 (+6 eff.) ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +15% lightning HP.reg +3.80 ---------- misc Stam/turn +0.70 A suit of armour made of mail. |
![]() 9.0 T5 light armor Reqs Str 20 [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Max.HP +47.00 HP.reg +8.70 Heal.mod +12% A suit of armour made of leather. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Dex ----- def ----- Armour +12 Defense +20 (+7 eff.) Fatigue +8% ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 278 physical damage over 5 turns (1/turn) ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +5 (+1 eff.) Melee+ 10 lightning Melee Ret 1 lightning ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 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 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 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 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 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Res.pen +25% darkness ----- def ----- Resists +9% blight +9% nature +3% light Phys.save +12 (+6 eff.) Mind.save +6 (+2 eff.) ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Random Unique] Arcane/Master While equipped: Stats +6 Str +3 Mag +3 Cun dps ---------- Spell.crit +8% Crit.mult +15.00% Dmg.mod +9% physical Acc +5 (+2 eff.) Apr +2 ----- def ----- Fatigue -7% ---------- misc Max.mana +39.00 Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 440.00 fire damage (based on Magic). Uses 40 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 158 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 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. |
![]() 3.0 T2 shot ammo Reqs Dex 16 [Rare] Disrupt Power 119% Range: 1.2x Uses 50% Cun, 50% Mag, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 20 Against +14% Unnatural On Hit.r1 +12 acid On Crit.r2 +20 mind +20 acid On Hit: * 20% chance to reduce all saves and defense by 24 * 20% chance to reduce armor by 38% * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% Shots are used with slings to pummel your foes to death. |
![]() 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. |
![]() 2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +15% light Res.pen +10% light Melee Ret 2 cold ---------- misc Light +2 Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 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. |
Achievements
By ughjesusgross the Drem Writhing One level 30
14th Gold 123rd year of Ascendancy at 20:58 see stats
By ughjesusgross the Drem Writhing One level 27
38th Steel 123rd year of Ascendancy at 00:25 see stats
By ughjesusgross the Drem Writhing One level 33
32nd Stralite 123rd year of Ascendancy at 21:27 see stats
By ughjesusgross the Drem Writhing One level 24
9th Loss 122nd year of Ascendancy at 20:56 see stats
By ughjesusgross the Drem Writhing One level 21
41st Dearth 122nd year of Ascendancy at 06:31 see stats
By ughjesusgross the Drem Writhing One level 27
19th Steel 123rd year of Ascendancy at 12:56 see stats
By ughjesusgross the Drem Writhing One level 20
32nd Dearth 122nd year of Ascendancy at 15:05 see stats
By ughjesusgross the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 11:44 see stats
By ughjesusgross the Drem Writhing One level 20
31st Dearth 122nd year of Ascendancy at 20:40 see stats
By ughjesusgross the Drem Writhing One level 30
11st Gold 123rd year of Ascendancy at 03:00 see stats
By ughjesusgross the Drem Writhing One level 27
42nd Steel 123rd year of Ascendancy at 11:16 see stats
By ughjesusgross the Drem Writhing One level 31
17th Gold 123rd year of Ascendancy at 07:36 see stats
By ughjesusgross the Drem Writhing One level 13
12nd Wealth 122nd year of Ascendancy at 14:53 see stats
By ughjesusgross the Drem Writhing One level 11
4th Wealth 122nd year of Ascendancy at 02:17 see stats
By ughjesusgross the Drem Writhing One level 6
20th Voratun 122nd year of Ascendancy at 03:21 see stats
By ughjesusgross the Drem Writhing One level 32
12nd Stralite 123rd year of Ascendancy at 18:02 see stats
By ughjesusgross the Drem Writhing One level 10
3rd Acquisition 122nd year of Ascendancy at 02:14 see stats
By ughjesusgross the Drem Writhing One level 25
22nd Loss 122nd year of Ascendancy at 07:40 see stats
By ughjesusgross the Drem Writhing One level 16
19th Wealth 122nd year of Ascendancy at 01:50 see stats
By ughjesusgross the Drem Writhing One level 34
41st Stralite 123rd year of Ascendancy at 13:46 see stats
By ughjesusgross the Drem Writhing One level 33
40th Stralite 123rd year of Ascendancy at 16:09 see stats
Log
Merigueth the Bringer of Doom hits Decaying devourer for 19 light, 19 darkness (37 total damage).
Your shield crumbles under the damage!
The shield around ughjesusgross crumbles.
Talent Worm that Walks is ready to use.
Deep Wound from Merigueth the Bringer of Doom hits ughjesusgross for 35 physical damage.
Deep Wound from Merigueth the Bringer of Doom hits Decaying devourer for 36 physical damage.
Bleeding from Merigueth the Bringer of Doom hits ughjesusgross for (35 absorbed), 43 physical (43 total damage).
Carrion worm mass's wormblight area effect hits Decaying devourer for 25 blight damage.
Ughjesusgross's tentacle fails to move Merigueth the Bringer of Doom!
Tentacle Constriction from Ughjesusgross misses Merigueth the Bringer of Doom.
Merigueth the Bringer of Doom is free from the tendril.
Merigueth the Bringer of Doom is free from the blighted poison.
Black Blood Bleeding from Ughjesusgross hits Merigueth the Bringer of Doom for 16 darkness damage.
Decaying devourer performs a melee critical strike against Merigueth the Bringer of Doom!
Decaying devourer's blood frenzy intensifies!
Decaying devourer performs a melee critical strike against Merigueth the Bringer of Doom!
Decaying devourer's blood frenzy intensifies!
Decaying devourer hits Merigueth the Bringer of Doom for 27 physical damage.
Decaying devourer hits Merigueth the Bringer of Doom for 26 physical damage.
Melee retaliation hits Decaying devourer for 11 acid damage.
Melee retaliation hits Decaying devourer for 11 acid damage.
Talent Lash Out is ready to use.
Talent Chant of Resistance is ready to use.
Bleeding from Merigueth the Bringer of Doom hits ughjesusgross for 103 physical damage.
Deep Wound from Merigueth the Bringer of Doom hits ughjesusgross for 46 physical damage.
ughjesusgross the level 34 drem writhing one was pierced to death by Merigueth the Bringer of Doom on level 9 of Dreadfell.
Merigueth the Bringer of Doom is free from the tentacle constriction.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.