












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 | 44 / 40% |
Size | medium |
Lifes / Deaths | Killed by Mayydhetta the thief at level 24 on the 14th Loss 122nd year of Ascendancy at 15:17 0 / 10Killed by Bethydata the copperhead snake at level 25 on the 20th Loss 122nd year of Ascendancy at 08:00 Killed by Salymibeth the rogue sapper at level 29 on the 21st Shortage 122nd year of Ascendancy at 18:46 Killed by Nerynne the elven blood mage at level 31 on the 23rd Iron 123rd year of Ascendancy at 04:54 Killed by luminous horror at level 36 on the 15th Steel 123rd year of Ascendancy at 07:17 Killed by Ivewen the skeleton warrior at level 36 on the 41st Steel 123rd year of Ascendancy at 21:57 Killed by Layigawyn the netherworm mass at level 39 on the 22nd Gold 123rd year of Ascendancy at 06:05 Killed by fiery orc wyrmic at level 40 on the 24th Gold 123rd year of Ascendancy at 23:13 Killed by orc pyromancer at level 40 on the 25th Gold 123rd year of Ascendancy at 01:41 Killed by worm that walks (servant of yuck) at level 44 on the 42nd Stralite 123rd year of Ascendancy at 17:59 |
Primary Stats
Strength | 29 (base 23) |
Dexterity | 24 (base 16) |
Constitution | 68 (base 65) |
Magic | 84 (base 62) |
Willpower | 6 (base 7) |
Cunning | 57 (base 47) |
Resources
Mana | 330/381 |
Vim | 272/272 |
Life | -310/1372 |
Positive | 159/179 |
Insanity | 85/100 |
Healing Factor | 1.3681295749341 |
Regeneration | 5.81455069347 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1001 |
Infravision | 7 |
See Stealth | 39.757149532781 |
See Invisible | 39.757149532781 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 114 |
Accuracy | 60 |
Crit Chance | 57% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 52% |
Speed | 1 |
Offense: Mind
Mindpower | 43 |
Crit Chance | 40% |
Speed | 1 |
Offense: Damage Bonus
Blight | +53% |
Arcane | +31% |
Mind | +29% |
All | +23% |
Darkness | +103% |
Light | +45% |
Physical | +40% |
Cold | +50% |
Fire | +36% |
Nature | +53% |
Offense: Damage Penetration
Lightning | +5% |
Physical | +17% |
Darkness | +34% |
Blight | +15% |
Arcane | +9% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 9.9999999999999 (35.65183292883%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 40 |
Mental Save | 53 |
Defense: Resistances
Blight | + 43%( 70%) |
Arcane | + 38%( 70%) |
Mind | + 35%( 70%) |
All | + 35%( 70%) |
Darkness | + 39%( 70%) |
Light | + 55%( 80%) |
Physical | + 40%( 70%) |
Cold | + 45%( 70%) |
Fire | + 52%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 13% |
Confusion Resistance | 52% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 13 up to 7 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 109 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 208 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 553% 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. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 3/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
beneficial effect | Gain 15% all damage and 10% all res. Empowered by the shadows |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 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 Bethemira the patchwork troll. Escort: lone alchemist (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 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 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the repented thief from death by Gaba the rattlesnake. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Lacerating Strikes (+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 have explored the Maze and vanquished the Horned Horror. * 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 Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. | active |
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. | 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 has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of mastery without your aid. 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 chunk of ghoul flesh. * You've found the needed mummified bone. * You've found the needed electric eel tail. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
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 |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Dmg.mod +6% darkness +27% cold Res.pen +25% darkness +10% physical On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +3 Resists +6% darkness 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 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +20 (+4 eff.) Acc +8 (+2 eff.) Melee Ret 10 arcane On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +9 (+4 eff.) Fatigue +4% Resists +5% arcane ---------- misc Mana/turn +0.20 Mana/s.crit +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 T4 wand charm [Rare] Arcane While equipped: Stats +7 Dex +5 Mag dps ---------- Mind.pwr +20 (+7 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +15% cold ---------- misc Hate/m.crit +5.00 Create a shield absorbing up to 386 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 94. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Cun +5 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- HP.reg +4.00 Stun/Frz- +31% Rings make your fingers look great! |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Cun dps ---------- Phys.pwr +16 (+3 eff.) Spell.pwr +20 (+4 eff.) Mind.pwr +13 (+5 eff.) Dmg.mod +13% fire +6% mind +8% all Res.pen +10% mind Melee Ret 4 blight ----- def ----- Resists +12% blight +26% fire +8% nature Mind.save +9 (+3 eff.) Poison- +13% Disease- +17% ---------- misc Max.psi +20.00 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +5 (+1 eff.) Spell.pwr +4 (+1 eff.) Dmg.mod +3% physical ----- def ----- Defense +16 (+6 eff.) Resists +4% physical Mind.save +7 (+3 eff.) Stealth +7 ---------- misc Max.stam +20.00 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 +16% Phys.pwr +9 (+2 eff.) Spell.pwr +19 (+4 eff.) Dmg.mod +25% darkness Acc +9 (+2 eff.) ---------- misc Talents +1 Command Staff 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 +11.0% Spell.crit +17% Mind.crit +15% Crit.mult +9.00% ----- def ----- Armour +3 Fatigue +5% Unarmed combat: Power 142% Range: 1.4x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +15 Crit +19.0% Atk.spd 83% 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/Psionic While equipped: dps ---------- Phys.crit +3.0% Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +14% physical +30% nature +13% darkness Res.pen +9% darkness +7% physical Acc +10 (+2 eff.) ----- def ----- Resists +3% physical +45% nature +13% all Stun/Frz- +30% ---------- misc Max.stam +20.00 Max.hate +6.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +2 Con dps ---------- Spell.crit +4% Mind.crit +7% Crit.mult +21.00% Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +8% arcane Res.pen +9% arcane ----- def ----- Defense +2 (+1 eff.) Spell.save +9 (+3 eff.) Mind.save +10 (+4 eff.) ---------- misc Mana/s.crit +2.00 Max.mana +43.00 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 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Melee+ 19 light 21 darkness Dmg.mod +12% blight +22% light +18% darkness Res.pen +5% lightning +15% blight On Melee Ret: * 18% chance to reduce damage dealt by 22% * 22% chance to blind ----- def ----- Phys.save +15 (+7 eff.) Spell.save +22 (+8 eff.) Mind.save +18 (+6 eff.) Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 811% 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 Strength 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 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 810% 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. 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 14 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 23% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 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 61 up to 4 times. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 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 9 up to 7 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 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 25 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 30 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (177). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +1 Str dps ---------- Crit.mult +10.00% Phys.pwr +15 (+3 eff.) Dmg.mod +6% physical Res.pen +20% fire ----- def ----- Resists +9% fire Mind.save +7 (+3 eff.) Confus- +25% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +2 Dex +2 Wil dps ---------- Dmg.mod +14% darkness +27% cold ----- def ----- Resists +28% darkness Crit.chn- 10.00% ---------- misc Infravis +3 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +3 Con ----- def ----- Spell.save +12 (+4 eff.) HP.reg +3.00 Stun/Frz- +24% ---------- misc Max.stam +21.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Cun +4 Dex dps ---------- Dmg.mod +14% darkness Acc +8 (+2 eff.) ----- def ----- Resists +28% darkness Rings make your fingers look great! |
![]() 3.0 T2 battleaxe 2H weapon [Rare] Master Power 119% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +16 mind While equipped: Stats +5 Con dps ---------- Phys.pwr +13 (+3 eff.) Mind.pwr +10 (+4 eff.) Dmg.mod +12% fire Res.pen +13% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- Resists +12% light Blind- +20% Disarm- +24% Stun/Frz- +20% ---------- misc Psi/ret +0.04 Massive two-handed battleaxes. |
![]() 3.0 T4 battleaxe 2H weapon Reqs Str 35 [Ego+] Arcane/Master Power 155% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% Melee+ +26 cold On Crit: * Wound the target dealing 342 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +14.0% Phys.pwr +9 (+2 eff.) Massive two-handed battleaxes. |
![]() 1.0 T3 dagger 1H weapon [Rare] Nature Power 120% Range: 1.3x Uses 50% Str, 50% Mag, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 mind On Crit.r2 +40 fire While equipped: Stats +9 Str +4 Mag +4 Wil dps ---------- All.spd +7% Dmg.mod +9% mind Res.pen +32% fire Melee Ret 10 fire Sharp, short and deadly. |
![]() 5.0 T3 greatmaul 2H weapon [Rare] Master Power 149% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +6 Str dps ---------- Dmg.mod +16% physical Acc +39 (+10 eff.) ----- def ----- Resists +12% temporal +18% blight +6% fire +6% nature +12% cold Crit.chn- 15.00% Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego+] Arcane Power 161% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +13 blight On Hit: 20% Epidemic 4 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 33 While equipped: ----- def ----- Disease- +27% Massive two-handed swords. |
![]() 3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego++] Arcane/Master Power 174% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +17 blight On Hit: 20% Epidemic 5 On Hit: * 16% chance to reduce strength, dexterity, and constitution by 33 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +13.0% ----- def ----- Disease- +49% Massive two-handed swords. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 35 [Random Unique] Nature/Disrupt Power 109% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% Melee+ +8 darkness On Hit.r1 +8 darkness On Hit: * 20% chance to reduce armor by 44% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Melee+ 9 acid Dmg.mod +18% acid Res.pen +19% acid ----- def ----- Resists +22% acid +8% all Phys.save +6 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +5 (+2 eff.) HP.reg +3.00 ---------- misc Equi/ret +1.30 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Antimagic 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. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Psionic Power 120% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +13 mind On Hit.r1 +20 acid +8 cold On Hit: * 25% chance to reduce all saves and defense by 27 While equipped: Stats +4 Cun +5 Wil dps ---------- Res.pen +10% acid ----- def ----- Resists +9% acid +24% cold ---------- misc Psi/ret +0.12 Max.psi +40.00 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Psionic Power 118% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 nature On Hit: * 20% chance to slow global speed by 54% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +15% mind +25% nature +25% light ----- def ----- Resists +12% light +6% mind One-handed war axes. |
![]() 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+7 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 16 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
![]() 1.0 T3 belt armor [Ego++] Nature/Master While equipped: Stats +3 Str +5 Dex +4 Cun +3 Con +7 Lck dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Phys.save +8 (+4 eff.) Stealth +6 ---------- misc T.Disarm +7 Infravis +5 Size +1 A belt that goes around your waist. |
![]() 2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +9% Spell.pwr +7 (+1 eff.) Dmg.mod +19% light +13% darkness ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 27 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Mag dps ---------- Crit.mult +22.89% Dmg.mod +15% acid Melee Ret 11 mind ----- def ----- Armour +5 Fatigue +4% Resists +23% darkness ---------- misc Max.hate +11.45 Spell.cld 10% 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 [Random Unique] Master/Psionic While equipped: Stats +5 Wil +15 Cun +9 Con dps ---------- Dmg.mod +6% light Res.pen +5% acid Melee Ret 10 light On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Armour +5 Fatigue +4% Resists +6% acid Phys.save +55 (+20 eff.) Spell.save +13 (+5 eff.) Mind.save +57 (+16 eff.) 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 [Unique] Unknown While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +8% Resists +10% blight Spell.save +10 (+4 eff.) Max.HP +80.00 HP.reg -0.20 Spit Blight: Level 3.0 Pwr.cost 9 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit blight at your target doing 303.97 blight damage. The damage will increase with your Magic. These blackened boots have lost all vestiges of any former glory they might have had. Now, they are a testament to the corruption of the Deep Bellow, and its power. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master/Psionic While equipped: dps ---------- Phys.pwr +8 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Silence- +24% Confus- +25% Stun/Frz- +37% 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. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 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/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +7% acid +6% lightning +6% cold +5% arcane +6% fire ----- def ----- Defense +2 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) Dmg.mod +13% light ----- def ----- Defense +2 (+1 eff.) Resists +19% light ---------- misc Mana/turn +0.21 A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +5 Str +4 Wil +3 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% physical Phys.save +16 (+7 eff.) Mind.save +10 (+4 eff.) Battle Cry: Puts all charms on 23 cooldown Level 2.0 Pwr.cost 23 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Ego+] Arcane/Master While equipped: ----- def ----- Armour +14 Defense +4 (+2 eff.) Fatigue +6% Resists +14% light +14% darkness Phys.save +7 (+3 eff.) A suit of armour made of mail. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str +8 Wil dps ---------- Melee+ 18 cold Melee Ret 12 ice ----- def ----- Armour +6 Fatigue +8% ---------- misc Infravis +3 Talents +1 Block Handheld deflection devices. |
![]() 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 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 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 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 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 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 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 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 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 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 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all When used as an alchemist bomb: Slows by 17% 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.) 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 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 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. |
![]() 0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+4 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+4 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 292.38 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
![]() 1.0 T3 lite [Rare] Nature While equipped: Stats +9 Mag +4 Con dps ---------- Spell.crit +2% Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Dmg.mod +6% blight On Hit (Melee): * 20% chance to reduce armor by 44% ----- def ----- Resists +22% blight HP.reg +10.00 ---------- misc Max.vim +50.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Dmg.mod +10% darkness Res.pen +5% cold Melee Ret 10 cold ----- def ----- Resists +10% light +9% cold Affinity +5% darkness Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +11 Infravis +4 Moonlight Ray: Puts all charms on 7 cooldown Level 4.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 413.95 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 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 9 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 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% When used as an alchemist bomb: Life regen 10% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all When used as an alchemist bomb: Additional 40 fire damage Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all 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 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 25 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 134% of the healing done. This effect scales with your Magic stat.. Uses 62 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 166 power out of 298/400 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 T3 wand charm [Rare] Arcane While equipped: Stats +4 Cun +1 Wil dps ---------- Mind.crit +2% Dmg.mod +12% darkness +21% mind ----- def ----- Resists +6% fire ---------- misc Equi/ret +0.08 Create a shield absorbing up to 320 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 20% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +9% cold Knockbk- +10% ---------- misc Max.stam +10.00 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When used as an alchemist bomb: Bomb damage +25% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all When used as an alchemist bomb: Lights terrain (power 100) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% 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 yuck the Drem Writhing One level 36
17th Steel 123rd year of Ascendancy at 21:59 see stats
By yuck the Drem Writhing One level 36
15th Steel 123rd year of Ascendancy at 08:49 see stats
By yuck the Drem Writhing One level 31
24th Iron 123rd year of Ascendancy at 02:19 see stats
By yuck the Drem Writhing One level 40
25th Gold 123rd year of Ascendancy at 23:40 see stats
By yuck the Drem Writhing One level 39
18th Gold 123rd year of Ascendancy at 14:55 see stats
By yuck the Drem Writhing One level 38
12nd Gold 123rd year of Ascendancy at 02:46 see stats
By yuck the Drem Writhing One level 31
22nd Iron 123rd year of Ascendancy at 01:41 see stats
By yuck the Drem Writhing One level 23
13rd Loss 122nd year of Ascendancy at 01:34 see stats
By yuck the Drem Writhing One level 38
11st Gold 123rd year of Ascendancy at 05:22 see stats
By yuck the Drem Writhing One level 42
26th Gold 123rd year of Ascendancy at 17:31 see stats
By yuck the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 17:59 see stats
By yuck the Drem Writhing One level 20
38th Dearth 122nd year of Ascendancy at 03:49 see stats
By yuck the Drem Writhing One level 30
24th Shortage 122nd year of Ascendancy at 18:00 see stats
By yuck the Drem Writhing One level 40
24th Gold 123rd year of Ascendancy at 17:42 see stats
By yuck the Drem Writhing One level 40
26th Gold 123rd year of Ascendancy at 06:27 see stats
By yuck the Drem Writhing One level 31
12nd Iron 123rd year of Ascendancy at 04:02 see stats
By yuck the Drem Writhing One level 25
19th Loss 122nd year of Ascendancy at 21:19 see stats
By yuck the Drem Writhing One level 15
28th Wealth 122nd year of Ascendancy at 10:18 see stats
By yuck the Drem Writhing One level 38
12nd Gold 123rd year of Ascendancy at 10:04 see stats
By yuck the Drem Writhing One level 10
27th Voratun 122nd year of Ascendancy at 18:08 see stats
By yuck the Drem Writhing One level 35
9th Steel 123rd year of Ascendancy at 02:26 see stats
By yuck the Drem Writhing One level 15
30th Wealth 122nd year of Ascendancy at 14:50 see stats
By yuck the Drem Writhing One level 43
19th Stralite 123rd year of Ascendancy at 05:40 see stats
By yuck the Drem Writhing One level 23
11st Loss 122nd year of Ascendancy at 10:04 see stats
By yuck the Drem Writhing One level 17
19th Dearth 122nd year of Ascendancy at 09:48 see stats
By yuck the Drem Writhing One level 40
24th Gold 123rd year of Ascendancy at 23:13 see stats
By yuck the Drem Writhing One level 35
12nd Steel 123rd year of Ascendancy at 13:27 see stats
Log
Yuck casts Shed Skin.
Yuck's spell attains critical power!
A shield forms around yuck.
Yuck uses Infusion: Movement.
Yuck is moving at extreme speed!
yuck hits yuck for (480 absorbed) damage.
You notice a trap (water jet)!
Yuck disarms a trap (water jet).
Your shield crumbles under the damage!
The shield around yuck crumbles.
Yuck slows down.
yuck hits yuck for (416 absorbed) damage.
Character control switched to worm that walks (servant of yuck).
Worm that walks (servant of yuck) no longer seems to be in sync with his ally.
Talent Rune: Mirror Image is ready to use.
Resting starts...
Rested for 1 turns (stop reason: suffocating).
Worm that walks (servant of yuck) starts suffocating to death!
Worm that walks (servant of yuck) is suffocating.
Character control switched to yuck.
yuck the level 44 drem writhing one suffocated to death on level 2 of Lake of Nur.