












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 | 41 / 94% |
Size | medium |
Lifes / Deaths | Killed by Aerotta the snow giant at level 31 on the 30th Loss 122nd year of Ascendancy at 17:32 0 / 9Killed by Xerussra the snow giant at level 31 on the 30th Loss 122nd year of Ascendancy at 22:28 Killed by skeleton assassin at level 33 on the 12nd Gold 123rd year of Ascendancy at 17:16 Killed by Neramina the venom drake hatchling at level 34 on the 26th Gold 123rd year of Ascendancy at 12:39 Killed by Neramina the venom drake hatchling at level 34 on the 26th Gold 123rd year of Ascendancy at 14:07 Killed by Neramina the venom drake hatchling at level 34 on the 26th Gold 123rd year of Ascendancy at 15:43 Killed by Voryda the ghoul at level 37 on the 28th Voratun 123rd year of Ascendancy at 23:55 Killed by Sleeping Aerilereba at level 38 on the 31st Voratun 123rd year of Ascendancy at 08:38 Killed by Poriralaith the orc master assassin at level 41 on the 20th Profit 123rd year of Ascendancy at 17:56 |
Primary Stats
Strength | 44 (base 33) |
Dexterity | 20 (base 19) |
Constitution | 25 (base 13) |
Magic | 80 (base 60) |
Willpower | 20 (base 10) |
Cunning | 81 (base 60) |
Resources
Life | -322/1256 |
Mana | 405/425 |
Insanity | 21/100 |
Healing Factor | 1.6145178243369 |
Regeneration | 13.158320268346 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 45.797963493854 |
See Invisible | 45.797963493854 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 110 |
Accuracy | 47 |
Crit Chance | 49% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 56% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 39% |
Speed | 1 |
Offense: Damage Bonus
Physical | +16% |
Acid | +18% |
Light | +35% |
Temporal | +3% |
Blight | +42% |
Arcane | +17% |
Darkness | +167% |
All | 0% |
Offense: Damage Penetration
Darkness | +38% |
Light | +25% |
Temporal | +10% |
Blight | +20% |
Arcane | +15% |
Defense: Base
Armour (hardiness) | 25 (35.65183292883%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 33 |
Mental Save | 47 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 59%( 70%) |
Arcane | + 20%( 70%) |
Cold | + 19%( 70%) |
All | + 16%( 70%) |
Darkness | + 70%( 70%) |
Light | + 55%( 70%) |
Temporal | + 25%( 70%) |
Physical | + 46%( 70%) |
Lightning | + 25%( 70%) |
Fire | + 35%( 70%) |
Nature | + 24%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 51% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 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 40 up to 6 times. Its effects scale with your Cunning 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 140 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 Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 569% 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 Willpower stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 13 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 37 up to 5 times. Its effects scale with your Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 2/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 4/5 |
| 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 |
| 4/5 |
| 1/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 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 staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 failed to protect the injured seer from death by carrion worm mass. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Adirelle the forest wight. Escort: injured seer (level 3 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)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 Isluvena the large white snake. Escort: lone alchemist (level 3 of Old Forest) | failed |
You failed to protect the lost defiler from death by Emyvena the orc mage-hunter. Escort: lost defiler (level 4 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 2 of Daikara. Escort: lost tinker (level 2 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Dreadfell. Escort: lost warrior (level 1 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by worm that walks (servant of blech). Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | 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 Shax 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. * 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 |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | 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 precision. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * You've found the needed xorn fragment. * You've found the needed minotaur nose. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of elder vampire blood. * You've found the needed skeleton mage skull. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed chunk of ghoul flesh. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' You have aided Agrimley the hermit in creating an elixir of focus. 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 vial of wight ectoplasm. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed pouch of bone giant 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 within9 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | 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 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +21% darkness ----- def ----- Armour +3 Resists +10% lightning +10% temporal +18% light +15% fire +5% arcane A pair of boots made of leather. |
Quiver | ![]() 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. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% S.pwr/crit +10 Dmg.mod +12% blight Melee Ret 22 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 29 ----- def ----- Resists +12% blight +8% fire Spell.save +6 (+3 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Mag +2 Cun +5 Con dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +12% blight +16% physical +17% arcane +25% darkness ----- def ----- Defense +3 (+1 eff.) Resists +9% blight +15% physical +34% darkness ---------- misc Psi/ret +0.08 Max.hate +12.00 Max.psi +30.00 Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Tool | ![]() 3.0 T3 digger tool [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Spell.crit +8% Dmg.mod +21% light +27% darkness Res.pen +10% darkness ----- def ----- Resists +9% nature +6% darkness ---------- misc Max.mana +35.00 Light +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +9 Wil dps ---------- Mind.pwr +8 (+3 eff.) Dmg.mod +14% darkness Res.pen +20% blight Melee Ret 2 arcane ----- def ----- Resists +28% darkness Mind.save +8 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.04 Vim/s.crit +2.00 Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +8 Cun +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) Melee+ 8 physical Ranged+ 14 physical Dmg.mod +14% light +3% temporal Res.pen +10% temporal +15% arcane +25% light On Hit (Melee): * 15% chance to reduce all saves and defense by 26 On Hit (Ranged): * 16% chance to reduce all saves and defense by 26 ----- def ----- Resists +28% light Stun/Frz- +30% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Hate/m.crit +3.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 12 cooldown Level 4.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Dmg.mod +18% darkness Res.pen +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 21% A belt that goes around your waist. |
In main hand | ![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +11% Phys.pwr +10 (+2 eff.) Spell.pwr +23 (+6 eff.) S.pwr/crit +7 Dmg.mod +20% darkness Acc +7 (+2 eff.) On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Armour +4 Defense +10 (+5 eff.) Resists +3% darkness +3% cold Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+2 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 109.72 to 131.67 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +6.0% Spell.crit +15% Mind.crit +13% Crit.mult +9.00% ----- def ----- Armour +8 Fatigue +5% Mind.save +6 (+2 eff.) Max.HP +41.00 Unarmed combat: Power 153% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +8 Apr +15 Crit +19.0% Atk.spd 83% On Hit: 10% Battle Shout 5 On Crit: 20% Cripple 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T4 cloth armor [Random Unique] Nature While equipped: dps ---------- Dmg.mod +18% acid +15% darkness Melee Ret 6 mind 8 darkness ----- def ----- Resists +30% blight +27% acid +13% all Max.HP +112.00 HP.reg +7.90 Heal.mod +49% Stun/Frz- +30% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Ego+] Arcane/Master While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +9% darkness Res.pen +8% darkness ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness Stealth +10 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Inventory
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 77 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 21 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 19 up to 4 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Lck +3 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Defense +15 (+7 eff.) Resists +10% lightning +3% cold +3% nature Crit.chn- 15.00% Unseen.red 12% Stun/Frz- +25% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Arcane While equipped: Stats +3 Con +2 Mag dps ---------- S.pwr/crit +3 Res.pen +10% physical Acc +5 (+1 eff.) Apr +1 Melee Ret 6 physical ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Stam/turn +1.00 Mana/turn +0.15 Max.mana +20.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +25% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Resists +6% darkness Mind.save +6 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Dex +9 Mag +6 Wil dps ---------- Spell.crit +6% Spell.pwr +7 (+2 eff.) Acc +15 (+5 eff.) ----- def ----- Resists +6% cold ---------- misc Max.stam +20.00 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 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 30 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 [Ego] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Phys.save +10 (+5 eff.) Rings make your fingers look great! |
![]() 5.0 T2 staff 1H weapon [Random Unique] Nature/Master Power 111% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +12.0% Spell.crit +6% Phys.pwr +13 (+3 eff.) Spell.pwr +18 (+5 eff.) Dmg.mod +15% darkness Acc +13 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +9% blight +6% fire Spell.save +3 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 162.21 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 T4 staff 2H weapon [Random Unique] Nature/Master Power 129% 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: Stats +4 Con dps ---------- Spell.crit +29% Crit.mult +25.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% darkness +9% cold ----- def ----- Defense +9 (+4 eff.) Resists +6% cold Die.at -40.00 life ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 2.0 Pwr.cost 4 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 162.21 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 T5 staff 2H weapon [Random Unique] Arcane/Nature Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +11% Spell.pwr +22 (+6 eff.) Dmg.mod +30% darkness +18% light Res.pen +15% darkness ----- def ----- Resists +5% arcane Phys.save +11 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) HP.reg +1.70 Heal.mod +28% ---------- misc Light +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Rare] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Mag +5 Cun +4 Con dps ---------- Spell.crit +5% Crit.mult +22.36% Spell.pwr +15 (+4 eff.) S.pwr/crit +12 Dmg.mod +30% fire Melee Ret 8 physical ----- def ----- Crit.chn- 16.77% Phys.save +9 (+5 eff.) ---------- misc Infravis +3 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +4 Dex +3 Wil +4 Cun dps ---------- Phys.crit +7.0% Mind.crit +8% S.pwr/crit +6 Melee Ret 4 light ----- def ----- Resists +7% fire +8% cold HP.reg +1.30 Heal.mod +10% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +4 Str +3 Wil +8 Con dps ---------- Phys.pwr +6 (+1 eff.) Res.pen +10% acid On Hit (Melee): * 20% chance to reduce armor by 39% ----- def ----- Resists +9% lightning Phys.save +7 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+2 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 36 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 6 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 120.58 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +2 Str dps ---------- Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Max.HP +31.00 ---------- misc Light +2 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 [Ego+] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+4 eff.) Dmg.mod +8% all ----- def ----- Resists +11% all Spell.save +21 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +4 (+1 eff.) Dmg.mod +14% blight +10% temporal +9% arcane ----- def ----- Resists +14% blight +9% all ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Random Unique] Arcane/Nature/Psionic While equipped: dps ---------- Spell.crit +1% Dmg.mod +11% acid +5% physical +7% fire +20% cold +10% mind +10% nature ----- def ----- Resists +12% acid +12% physical +12% fire +15% nature +13% cold +10% mind +9% all ---------- misc Vim/s.crit +1.00 Max.mana +40.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+4 eff.) Melee Ret 8 arcane ----- def ----- Armour +3 Resists +5% arcane Silence- +33% Confus- +28% Stun/Frz- +30% ---------- misc Psi/ret +0.12 Hate/m.crit +2.00 A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Wil dps ---------- Spell.crit +3% Crit.mult +20.00% S.pwr/crit +10 Dmg.mod +12% arcane ----- def ----- Armour +9 Fatigue +3% Resists +5% arcane Spell.save +6 (+3 eff.) ---------- misc Infravis +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +9 Dex dps ---------- Mind.crit +3% Res.pen +25% mind ----- def ----- Armour +4 Fatigue +3% Crit.chn- 15.00% Silence- +35% Confus- +38% Stun/Frz- +33% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Unarmed combat: Power 119% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +7.0% Atk.spd 100% On Hit: 20% Clinch 3 On Hit: 10% Maim 3 On Hit: 10% Take Down 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 1.0 T4 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Wil +8 Con dps ---------- Melee+ 11 nature Dmg.mod +9% nature ----- def ----- Armour +3 Resists +9% acid +6% cold +7% nature Phys.save +20 (+10 eff.) Spell.save +17 (+8 eff.) Mind.save +12 (+4 eff.) Heal.mod +5% Disarm- +56% Teleport- +10% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 133% Range: 1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +5.0% Atk.spd 100% Melee+ +24 physical On Crit.r2 +10 nature On Hit: 10% Disarm 5 On Hit: 10% Juggernaut 1 On Hit: 10% Venomous Breath 5 Juggernaut: (Instant) Puts all charms on 18 cooldown Level 3.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% fire Res.pen +10% lightning +25% fire +20% darkness Melee Ret 8 darkness ----- def ----- Armour +2 Resists +6% lightning +18% fire HP.reg +5.00 ---------- misc Stam/turn +1.00 Max.stam +22.00 Unarmed combat: Power 115% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Spell.crit +8% Dmg.mod +6% acid +6% blight Res.pen +15% acid +10% temporal ----- def ----- Armour +2 HP.reg +6.00 ---------- misc Stam/turn +0.80 Max.stam +14.00 Unarmed combat: Power 116% Range: 1.1x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Nightmare 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +4% Mind.crit +4% Spell.pwr +3 (+1 eff.) Mind.pwr +14 (+5 eff.) Dmg.mod +9% blight +8% physical +7% mind +9% darkness Res.pen +25% blight On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Defense +2 (+1 eff.) Resists +13% physical +7% mind +6% darkness Phys.save +7 (+4 eff.) Mind.save +9 (+3 eff.) ---------- misc Mana/turn +0.15 Max.hate +8.00 Max.psi +13.00 A pointy cloth hat, very wizardly... |
![]() 1.0 T3 head armor [Unique] Arcane While equipped: Stats +10 Wil +8 Mag dps ---------- Spell.crit +5% Dmg.mod +16% blight +35% arcane +12% acid Melee Ret 2 darkness 10 vim draining blight ----- def ----- Resists +3% acid ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 15 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 15% and all saves by 25, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +4 Mag +3 Wil dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +6 Wil +2 Mag dps ---------- Spell.pwr +25 (+6 eff.) ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +3% Resists +5% all Phys.save +11 (+6 eff.) ---------- misc Mana/turn +0.08 Max.vim +30.00 A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +8 Dex +3 Mag +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 26 ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 When used as an alchemist bomb: Bomb damage +15% 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 When used as an alchemist bomb: Mana regain 20 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 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 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 When used as an alchemist bomb: Bomb damage +10% Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+2 eff.) When used as an alchemist bomb: Additional 30 ice damage 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 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T3 digger tool [Random Unique] Nature/Master While equipped: Stats +3 Cun +2 Str dps ---------- Crit.mult +13.00% Phys.pwr +7 (+1 eff.) Dmg.mod +9% fire Res.pen +15% nature +5% fire Acc +5 (+1 eff.) Apr +5 ----- def ----- Resists +3% fire +8% darkness +6% nature Affinity +15% darkness ---------- misc Infravis +8 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. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage 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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 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.) When used as an alchemist bomb: Additional 30 acid damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +9% fire Res.pen +5% acid ----- def ----- Resists +18% acid ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 24 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
![]() 1.0 T3 lite [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +3% blight ----- def ----- Resists +20% blight +7% darkness +5% arcane Mind.save +16 (+5 eff.) ---------- misc Light +4 Infravis +4 See.Stealth +19 See.Invis +26 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 18 cooldown Level 1.0 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 25 blight damage or heals 27 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 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 Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con When used as an alchemist bomb: Bomb damage +20% 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 460.00 fire damage (based on Magic). Uses 30 power out of 50/75 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 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 18 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 130% of the healing done. This effect scales with your Magic stat.. Uses 45 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 120 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. |
![]() 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 When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% mind ----- def ----- Defense +10 (+5 eff.) HP.reg +4.00 Poison- +20% Confus- +20% Stun/Frz- +20% Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 12 cooldown 100% to increase the duration of 3 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 18 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all When used as an alchemist bomb: 10% chance to stun for 2 turns Latent Damage Type: Light 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 When used as an alchemist bomb: Lights terrain (power 10) 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 When used as an alchemist bomb: Bomb thrown range +1 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 When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By blech the Drem Writhing One level 39
4th Profit 123rd year of Ascendancy at 03:24 see stats
By blech the Drem Writhing One level 38
31st Voratun 123rd year of Ascendancy at 17:30 see stats
By blech the Drem Writhing One level 35
15th Stralite 123rd year of Ascendancy at 03:59 see stats
By blech the Drem Writhing One level 20
22nd Wealth 122nd year of Ascendancy at 02:36 see stats
By blech the Drem Writhing One level 40
14th Profit 123rd year of Ascendancy at 17:53 see stats
By blech the Drem Writhing One level 34
14th Gold 123rd year of Ascendancy at 23:21 see stats
By blech the Drem Writhing One level 25
28th Dearth 122nd year of Ascendancy at 04:38 see stats
By blech the Drem Writhing One level 32
17th Shortage 122nd year of Ascendancy at 04:32 see stats
By blech the Drem Writhing One level 21
3rd Dearth 122nd year of Ascendancy at 03:00 see stats
By blech the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 15:16 see stats
By blech the Drem Writhing One level 20
16th Wealth 122nd year of Ascendancy at 04:32 see stats
By blech the Drem Writhing One level 30
27th Loss 122nd year of Ascendancy at 21:49 see stats
By blech the Drem Writhing One level 40
12nd Profit 123rd year of Ascendancy at 00:32 see stats
By blech the Drem Writhing One level 35
10th Voratun 123rd year of Ascendancy at 06:38 see stats
By blech the Drem Writhing One level 26
29th Dearth 122nd year of Ascendancy at 00:16 see stats
By blech the Drem Writhing One level 14
37th Profit 122nd year of Ascendancy at 09:04 see stats
By blech the Drem Writhing One level 41
14th Profit 123rd year of Ascendancy at 19:51 see stats
By blech the Drem Writhing One level 23
13rd Dearth 122nd year of Ascendancy at 06:35 see stats
By blech the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 06:45 see stats
By blech the Drem Writhing One level 38
30th Voratun 123rd year of Ascendancy at 09:09 see stats
By blech the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 21:29 see stats
By blech the Drem Writhing One level 25
18th Dearth 122nd year of Ascendancy at 13:04 see stats
By blech the Drem Writhing One level 16
43rd Profit 122nd year of Ascendancy at 21:03 see stats
By blech the Drem Writhing One level 38
31st Voratun 123rd year of Ascendancy at 08:39 see stats
By blech the Drem Writhing One level 37
29th Voratun 123rd year of Ascendancy at 11:44 see stats
Log
Melee retaliation hits Carrion worm mass for 43 darkness damage.
Carrion worm mass hits Turtle for 0 physical damage.
Adiriatira the orc corruptor aims less carefully.
Stone golem is free from the weakness disease.
Giant spider uses Spit Poison.
Melee retaliation hits Stone golem for 18 darkness, 26 fire, 3 arcane, 7 mind (53 total damage).
Black Blood Bleeding from Blech hits Stone golem for 61 darkness damage.
Giant spider hits blech for 82 nature damage.
Blight Poison from Carrion worm mass hits Poriralaith the orc master assassin for 26 blight damage.
Stone golem hits blech for 118 physical damage.
Poriralaith the orc master assassin uses Pride of the Orcs.
Poriralaith the orc master assassin is free from the blighted poison.
Poriralaith the orc master assassin is less vulnerable.
Poriralaith the orc master assassin receives 360 healing from Pride of the Orcs.
Poriralaith the orc master assassin casts Moonlight Ray.
Poriralaith the orc master assassin roars triumphantly.
Blech's defiled blood area effect misses Stone golem.
Blech's defiled blood area effect misses Giant spider.
Blech's defiled blood area effect performs a melee critical strike against Adiriatira the orc corruptor!
Adiriatira the orc corruptor is covered in black blood!
Turtle is covered in black blood!
Blech's defiled blood area effect performs a melee critical strike against Poriralaith the orc master assassin!
Poriralaith the orc master assassin's is vulnerable to attacks and effects!
Poriralaith the orc master assassin is covered in black blood!
Blech's defiled blood area effect misses Giant spider.
Poriralaith the orc master assassin hits blech for 339 darkness damage.
Blech's defiled blood area effect hits Poriralaith the orc master assassin for 76 darkness, 10 physical (86 total damage).
Blech's defiled blood area effect hits Turtle for 27 darkness, 0 physical (27 total damage).
Blech's defiled blood area effect hits Adiriatira the orc corruptor for (72 to bones), 0 darkness, 7 physical (7 total damage).
blech the level 41 drem writhing one was shadowed to death by Poriralaith the orc master assassin on level 1 of Ambush!.