Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Audiomancy 1.7.4Version 1.2.1 released Jan 16, 2023; see change notes. Audiomancy is an audio enhancement for ToME that does not affect music. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. It enhances the code introducing random variance, layering, and new trigger points. Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. Many weapons have distinct critical hit sounds as well. Ranged weapons have separated attack and hit sounds. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Multiple hits trigger multiple sounds, e.g. the Volley talent. There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest. Feel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at theclawhorn@protonmail.com. Credits: https://pastebin.com/xirEZ2FY Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=2805820365 PS: Somehow the website tags got duplicated and I'm unable to edit them. Version 1.2.1: Version 1.2.0: Version 1.1.0: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 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:
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. More 1H Staves 1.7.2Adds more 1H staves with more variety to the game. 1H staves are so hard to find because in the base game there are only 2 egos that make a staff 1H. https://github.com/Werekracken/tome-more1hstaves ---Changelog Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** 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. 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. 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 | Male |
Race | Ghoul |
Class | Reaver |
Level / Exp | 36 / 63% |
Size | big |
Lifes / Deaths | Killed by thought-forged warrior at level 6 on the 1st Summertide 122nd year of Ascendancy at 22:28 1 / 7Killed by war hound at level 10 on the 13rd Dusk 122nd year of Ascendancy at 12:17 Killed by Glorinne the blue ooze at level 22 on the 37th Regrowth 123rd year of Ascendancy at 10:40 Killed by Salora the corrupted acidic digestor at level 31 on the 15th Pyre 123rd year of Ascendancy at 09:31 Killed by Celia at level 33 on the 13rd Dusk 123rd year of Ascendancy at 20:14 Killed by Velonne the skeleton magus at level 36 on the 26th Dusk 123rd year of Ascendancy at 04:03 Killed by Grumshk at level 36 on the 26th Dusk 123rd year of Ascendancy at 04:03 |
Primary Stats
Strength | 59 (base 29) |
Dexterity | 47 (base 11) |
Constitution | 40 (base 10) |
Magic | 74 (base 60) |
Willpower | 29 (base 10) |
Cunning | 82 (base 60) |
Resources
Life | 995/995 |
Mana | 450/450 |
Vim | 358/358 |
Healing Factor | 1.9222297605396 |
Regeneration | 9.899483266779 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 7 |
See Invisible | 7 |
Offense: Mainhand
Damage | 102 |
Accuracy | 54 |
Crit Chance | 35% |
APR | 15 |
Speed | 1.00 |
Offense: Offhand
Damage | 70 |
Accuracy | 54 |
Crit Chance | 34% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 39 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 65 |
Crit Chance | 33% |
Speed | 1 |
Offense: Damage Bonus
Acid | +29% |
Blight | +66% |
Arcane | +7% |
Cold | +32% |
All | 0% |
Darkness | +25% |
Physical | +36% |
Lightning | +6% |
Mind | +9% |
Fire | +6% |
Nature | +20% |
Offense: Damage Penetration
Fire | +30% |
Blight | +50% |
Physical | +56% |
Mind | +15% |
All | +5% |
Defense: Base
Armour (hardiness) | 22.999999999999 (38.594633868923%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 10.923805221685 |
Physical Save | 46 |
Spell Save | 38 |
Mental Save | 29 |
Defense: Resistances
Acid | + 36%( 70%) |
Blight | + 35%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 28%( 70%) |
All | + 10%( 70%) |
Darkness | + 51%( 70%) |
Light | + 28%( 70%) |
Temporal | + 33%( 70%) |
Physical | + 18%( 70%) |
Lightning | + 39%( 70%) |
Fire | + 28%( 70%) |
Nature | + 45%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 25% |
Bleed Resistance | 100% |
Confusion Resistance | 25% |
Fear Resistance | 100% |
Stun Resistance | 78% |
Poison Resistance | 80% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 351 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 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 46 up to 4 times. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 24%, your defense is increased by 24 and all your resistances by 24%. Its effects scale with your Strength 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 116 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 Cunning stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Plague | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 2/5 |
Spell / Staff combat | 1.20 |
| 2/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by carrion worm mass. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Bethorianor the skeleton archer. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You failed to protect the temporal explorer from death by elder vampire. Escort: temporal explorer (level 5 of Dreadfell) | 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 |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 324. | 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 |
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 ice ant stinger. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed vial of squid ink. 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 green worm. * You've found the needed minotaur nose. * You've found the needed wretchling eyeball. 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 warg claw. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed ice wyrm tooth. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs Clear | active |
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 | undeterred pair of hardened leather boots of massiveness (0 def, 3 armour) undeterred pair of hardened leather boots of massiveness (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +6 Str +5 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Silence- +25% Confus- +25% Stun/Frz- +28% ---------- misc Size +1 A pair of boots made of leather. |
Quiver | Star Shot (20/20, 32-38 power, 15 apr) Star Shot (20/20, 32-38 power, 15 apr)3.0 T4 shot ammo [Unique] Arcane Power 32.0 - 38.4 Fire Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 20 On Hit: * sets off a powerful explosion Intense heat radiates from this powerful shot. |
Light source | nightwalker's alchemist's lamp of corpselight nightwalker's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Nature While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Spell.crit +4% Crit.mult +11.00% Phys.pwr +7 (+2 eff.) Spell.pwr +4 (+0 eff.) ----- def ----- Resists +8% blight +5% darkness ---------- misc Light +4 Infravis +5 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.1 Pwr.cost 30 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 35 blight damage or heals 32 life. Creatures standing in the retch also have 10% 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. |
On head | Aderimith the hardened leather cap (0 def, 3 armour) Aderimith the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +9 Dex +3 Con dps ---------- Dmg.mod +15% blight Res.pen +25% blight +20% physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +3 Fatigue +3% Phys.save +9 (+3 eff.) Mind.save +6 (+3 eff.) Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 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 cap made of leather. |
On hands | drakeskin leather gloves 'Ulferath' (0 def, 3 armour) drakeskin leather gloves 'Ulferath' (0 def, 3 armour)1.0 T4 hands armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str +2 Dex +5 Mag +4 Cun dps ---------- Mind.pwr +6 (+2 eff.) Melee+ 11 mind 18 darkness Dmg.mod +7% arcane +9% mind Res.pen +10% mind Melee Ret 8 mind 2 arcane On Hit (Melee): * 14% chance to reduce all saves and defense by 37 ----- def ----- Armour +3 Phys.save +7 (+2 eff.) Mind.save -13 (-6 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | voratun pickaxe 'Runurath' (dig speed 6 turns) voratun pickaxe 'Runurath' (dig speed 6 turns)3.0 T5 digger tool [Random Unique] Arcane/Master While equipped: Stats +3 Str +3 Mag +4 Wil +4 Cun dps ---------- Spell.crit +9% Res.pen +16% physical Acc +10 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Resists +8% physical ---------- misc Max.mana +45.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | voratun ring 'Cyrikira' voratun ring 'Cyrikira'0.1 T5 ring jewelry [Rare] Master While equipped: Stats +20 Dex +10 Cun +5 Con dps ---------- Mind.crit +4% Dmg.mod +12% physical Res.pen +15% physical Acc +15 (+5 eff.) ---------- misc Equi/ret +0.12 Max.stam +20.00 Rings make your fingers look great! |
Around neck | Zeregund Zeregund0.1 T3 amulet jewelry [Rare] Arcane While equipped: Stats +4 Dex +3 Mag dps ---------- Spell.crit +5% Spell.pwr +5 (+0 eff.) Dmg.mod +4% acid +9% physical +6% fire +6% lightning +7% cold Acc +15 (+5 eff.) Apr +4 ----- def ----- Defense +25 (+8 eff.) Die.at -40.00 life ---------- misc Light +3 Amulets make your neck look great! |
In main hand | elven-wood vilestaff 'Toxinvault' (25-30 power, 5 apr, blight element) elven-wood vilestaff 'Toxinvault' (25-30 power, 5 apr, blight element)3.0 T4 staff 1H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 68 damage While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +9% Crit.mult +13.00% Spell.pwr +17 (+2 eff.) Dmg.mod +25% acid +25% darkness +25% blight +25% cold +12% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | hardened leather belt 'Gloredhelaith' hardened leather belt 'Gloredhelaith'1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: dps ---------- Phys.crit +5.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +6% blight Res.pen +20% blight Phasing +20% ----- def ----- Phys.save +9 (+3 eff.) Mind.save +8 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
In off hand | Glorelranor (20-24 power, 4 apr, blight element) Glorelranor (20-24 power, 4 apr, blight element)1.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Con dps ---------- Spell.crit +3% Spell.pwr +19 (+2 eff.) Dmg.mod +20% blight Res.pen +5% all Acc +5 (+2 eff.) Apr +6 On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +12% lightning +1% physical +6% temporal Die.at -40.00 life HP.reg +1.90 Heal.mod +30% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This object's appearance was changed to ash vilestaff. |
Cloak | Beuleg the Blazebringer (3 def, 0 armour) Beuleg the Blazebringer (3 def, 0 armour)2.0 T5 cloak armor [Rare] Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +6% Res.pen +25% fire ----- def ----- Defense +3 (+1 eff.) Resists +9% acid +20% darkness +5% arcane +9% nature Phys.save +12 (+4 eff.) Heal.mod +20% Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Breath of Eyal (10 def, 10 armour) Breath of Eyal (10 def, 10 armour)9.0 T5 light armor [Unique] Nature/Disrupt While equipped: dps ---------- Mind.pwr +10 (+3 eff.) ----- def ----- Armour +10 Defense +10 (+3 eff.) Fatigue +20% Resists +20% lightning +20% temporal +20% light +20% fire +20% nature +20% acid +20% blight +20% cold +15% arcane +20% darkness Spell.save +20 (+7 eff.) This lightweight armor appears to have been woven of countless sprouts, still curling and growing. When you put it on, you feel the weight of the world on your shoulders, in spite of how light it feels in your hands. |
Inventory
manasurge rune of the titan (regen 979% over 10 turns; mana 49; cd 13) manasurge rune of the titan (regen 979% over 10 turns; mana 49; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 979% for 10 turns (0 total) and instantly restoring 49 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
Cyraba the steel amulet Cyraba the steel amulet0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +5 Cun +6 Con dps ---------- Mov.spd +10% Melee+ 6 light 7 darkness Dmg.mod +6% physical +7% light +5% darkness Apr +1 On Melee Ret: * 6% chance to reduce damage dealt by 30% * 6% chance to blind ----- def ----- Fatigue -9% Die.at -40.00 life HP.reg +4.00 ---------- misc Stam/turn +1.60 Amulets make your neck look great! |
Duskdream Duskdream0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Dex +2 Mag +8 Lck dps ---------- Dmg.mod +3% darkness Acc +6 (+2 eff.) Melee Ret 6 darkness ----- def ----- Defense +7 (+2 eff.) Resists +12% lightning Unseen.red 11% Stun/Frz- +24% Amulets make your neck look great! |
Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (139). 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. |
Islolena Islolena0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +7 (+2 eff.) Res.pen +5% temporal ----- def ----- Resists +12% temporal ---------- misc See.Invis +3 Rings make your fingers look great! |
Strikespitter Strikespitter0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% lightning +21% fire +12% darkness ----- def ----- Resists +27% lightning +6% fire Blind- +29% ---------- misc Infravis +4 See.Stealth +13 See.Invis +12 Rings make your fingers look great! |
Elemental Fury Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
rogue's gold ring of nature (+30%) rogue's gold ring of nature (+30%)0.1 T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun dps ---------- Dmg.mod +15% nature ----- def ----- Defense +8 (+2 eff.) Resists +30% nature Rings make your fingers look great! |
Emomivena the Tundralord (20-24 power, 4 apr, blight element) Emomivena the Tundralord (20-24 power, 4 apr, blight element)1.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +3.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Phys.crit +7.0% Spell.crit +13% Crit.mult +8.00% Phys.pwr +10 (+3 eff.) Spell.pwr +21 (+2 eff.) Dmg.mod +20% blight +3% cold Acc +8 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 65% ----- def ----- Resists +6% acid HP.reg +0.80 Heal.mod +12% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plague-Fire Sceptre (24-29 power, 4 apr, physical element) Plague-Fire Sceptre (24-29 power, 4 apr, physical element)5.0 T3 staff 1H weapon [Unique] Arcane Power 24.0 - 28.8 Fire Uses 125% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +27 (+3 eff.) Dmg.mod +20% blight +20% fire Plaguefire detonates when its victim dies, spreading to other enemies up to two times. Fire a bolt of plaguefire, dealing damage over time based on your magic stat. Uses 15 power out of 15/15 The flames of Mal'Rok can be more stubborn than most. When they run out of fuel they have been known go out of their way to find more. |
infernal short yew bonestaff of breaching (20-24 power, 4 apr, blight element) infernal short yew bonestaff of breaching (20-24 power, 4 apr, blight element)3.0 T3 staff 1H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +18.00% Spell.pwr +13 (+2 eff.) Melee+ 17 fire Dmg.mod +20% blight Res.pen +10% blight ---------- misc See.Invis +8 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding short elven-wood magestaff of the prodigy (25-30 power, 5 apr, cold element) lifebinding short elven-wood magestaff of the prodigy (25-30 power, 5 apr, cold element)3.0 T4 staff 1H weapon [Ego++] Arcane/Nature Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Mag +10 Wil +13 Cun +4 Con dps ---------- Spell.crit +4% Spell.pwr +18 (+2 eff.) S.pwr/crit +7 Dmg.mod +25% cold ----- def ----- HP.reg +0.90 Heal.mod +15% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe of the mystic (32-48 power, 2 apr) dwarven-steel battleaxe of the mystic (32-48 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 32.0 - 48.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +12 (+2 eff.) Massive two-handed battleaxes. |
Colaryem (48-77 power, 12 apr) Colaryem (48-77 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 50% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
Acera (33-46 power, 4 apr) Acera (33-46 power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 30 acid damage in a 4 radius ball. This damage will increase by 21% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
Fire Dragon Shield (16 def, 9 armour, 220 block) Fire Dragon Shield (16 def, 9 armour, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+5 eff.) Rng.Def +15 (+5 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
Aerelathalach (5 def, 0 armour) Aerelathalach (5 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +3 Wil dps ---------- Mind.crit +2% Dmg.mod +16% lightning ----- def ----- Defense +5 (+1 eff.) Resists +24% lightning +3% fire +12% temporal +11% all Die.at -80.00 life ---------- misc Psi/ret +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+2 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. This object's appearance was changed to Silk Current. |
Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+3 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 40.58 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Thalore-Wood Cuirass (4 def, 12 armour) Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+1 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Blizzardsorrow the hardened leather belt Blizzardsorrow the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +5 Lck dps ---------- Dmg.mod +12% physical Acc +20 (+6 eff.) Melee Ret 6 cold ----- def ----- Defense +10 (+3 eff.) Crit.chn- 15.00% Phys.save +9 (+3 eff.) Stealth +8 ---------- misc T.Disarm +8 Infravis +5 A belt that goes around your waist. |
hardened leather belt of recklessness hardened leather belt of recklessness1.0 T3 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
Lorudil the Ashslicer (2 def, 8 armour) Lorudil the Ashslicer (2 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +4 Con dps ---------- Res.pen +10% fire Melee Ret 2 fire On Hit (Melee): * 20% chance to reduce all saves and defense by 37 ----- def ----- Armour +8 Defense +2 (+0 eff.) Resists +19% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception =KEEP= Cloak of Deception =KEEP=1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+0 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Artherach (0 def, 3 armour) Artherach (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Str +4 Con dps ---------- Dmg.mod +7% physical ----- def ----- Armour +3 Resists +12% cold Mind.save +12 (+6 eff.) Die.at -80.00 life Blind- +20% Stun/Frz- +10% ---------- misc Size +1 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
Bleakclash (0 def, 5 armour) Bleakclash (0 def, 5 armour)2.0 T5 feet armor [Rare] Psionic While equipped: Stats +5 Str +3 Dex +7 Mag +6 Wil +12 Cun dps ---------- Melee Ret 10 acid On Hit (Melee): * 20% chance to reduce damage dealt by 30% ----- def ----- Armour +5 Crit.chn- 15.00% Phys.save +13 (+4 eff.) Spell.save +15 (+5 eff.) Mind.save +14 (+7 eff.) A pair of boots made of leather. |
pair of dwarven-steel boots 'Bleaknoon' (1 def, 4 armour) pair of dwarven-steel boots 'Bleaknoon' (1 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Dex +4 Wil +3 Cun dps ---------- Dmg.mod +12% acid +12% darkness ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +3% Resists +7% lightning +9% temporal Phys.save +7 (+2 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Morbussear' (0 def, 4 armour) pair of dwarven-steel boots 'Morbussear' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Dex +4 Wil +13 Con dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +6% nature Res.pen +7% physical ----- def ----- Armour +4 Fatigue +3% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 20 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Cun +3 Wil dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+2 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 53.42 to 160.26 lightning damage (106.84 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Drysadegrim the hardened leather cap (0 def, 3 armour) Drysadegrim the hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +7 Str +9 Dex +7 Wil +4 Con dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +8% blight Mind.save +7 (+4 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 257.5 Physical damage. If the attack hits, the target is confused (38% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Gorodig the Searoozer (0 def, 9 armour) Gorodig the Searoozer (0 def, 9 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Mag +5 Wil +2 Con dps ---------- Phys.crit +3.0% Spell.crit +2% Crit.mult +10.00% Dmg.mod +10% blight +8% arcane Res.pen +5% physical ----- def ----- Armour +9 Fatigue +4% Resists +15% mind +3% fire Phys.save +3 (+1 eff.) Mind.save +16 (+8 eff.) Confus- +25% ---------- misc Infravis +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour) dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +4 Con ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Infused Cerebrum (8 def, 0 armour) Infused Cerebrum (8 def, 0 armour)2.0 T4 head armor [Unique] Unknown While equipped: Stats +10 Mag +12 Wil +10 Cun dps ---------- Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- -60% Assault the mind of a foe to utterly dominate it. Uses 100 power out of 150/150 This headwear seems made entirely out of half rotten brain matter. Do you really want to put that over your head? This item has been sent to the Item's Vault. |
3 aquamarine 3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 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. |
346 alchemist agate 346 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)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. |
dwarven-steel pickaxe (dig speed 28 turns) dwarven-steel pickaxe (dig speed 28 turns)3.0 T3 digger tool [Normal] While equipped: Stats +2 Str While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Persistent Will Persistent Will2.0 T2 totem charm [Unique] Disrupt/Psionic While equipped: Stats +8 Wil dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +12% mind Convince all non arcane users in radius 10 to turn on their spellcasting friends for 6 turns (chance increases with your Mindpower). Uses 25 power out of 25/25 During the Age of Dusk a rash of anti-magic activities took place in the Nargol Kingdom immediately after the Spellblaze. Citizens would turn on those with magical powers, burning them alive on stakes of wood. When the authorities found the perpetrators they executed them and planted their heads on stakes throughout their capital city. Despite this however, the citizenry continued to burn alive the enemies of nature. Unbeknownst to the authorities, the heads of the dead perpetrators continued to spread their message long after their deaths. This stake of wood appears to one of those used to prop up one of the executed heads. It has seemingly absorbed the will of the head it propped up, and holding it you can hear the Ziguranth's message echo through your mind. |
yew wand of shielding 'Duradar' [power 266] (20 cooldown) yew wand of shielding 'Duradar' [power 266] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% blight Res.pen +25% arcane ----- def ----- Resists +6% blight Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 62. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to gain a 15% 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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Grumshk the Ghoul Reaver level 30
10th Pyre 123rd year of Ascendancy at 07:33 see stats
By Grumshk the Ghoul Reaver level 30
76th Regrowth 123rd year of Ascendancy at 00:42 see stats
By Grumshk the Ghoul Reaver level 19
12nd Haze 122nd year of Ascendancy at 04:31 see stats
By Grumshk the Ghoul Reaver level 33
14th Dusk 123rd year of Ascendancy at 00:15 see stats
By Grumshk the Ghoul Reaver level 22
37th Regrowth 123rd year of Ascendancy at 03:01 see stats
By Grumshk the Ghoul Reaver level 32
24th Pyre 123rd year of Ascendancy at 02:10 see stats
By Grumshk the Ghoul Reaver level 28
67th Regrowth 123rd year of Ascendancy at 02:32 see stats
By Grumshk the Ghoul Reaver level 30
10th Pyre 123rd year of Ascendancy at 02:19 see stats
By Grumshk the Ghoul Reaver level 31
15th Pyre 123rd year of Ascendancy at 21:06 see stats
By Grumshk the Ghoul Reaver level 10
9th Dusk 122nd year of Ascendancy at 04:49 see stats
By Grumshk the Ghoul Reaver level 20
25th Haze 122nd year of Ascendancy at 06:15 see stats
By Grumshk the Ghoul Reaver level 30
75th Regrowth 123rd year of Ascendancy at 20:18 see stats
By Grumshk the Ghoul Reaver level 25
48th Regrowth 123rd year of Ascendancy at 09:55 see stats
By Grumshk the Ghoul Reaver level 18
1st Time of Equilibrium 122nd year of Ascendancy at 07:48 see stats
By Grumshk the Ghoul Reaver level 9
4th Flare 122nd year of Ascendancy at 04:21 see stats
By Grumshk the Ghoul Reaver level 30
10th Pyre 123rd year of Ascendancy at 07:33 see stats
By Grumshk the Ghoul Reaver level 5
5th Mirth 122nd year of Ascendancy at 09:40 see stats
By Grumshk the Ghoul Reaver level 28
56th Regrowth 123rd year of Ascendancy at 23:42 see stats
By Grumshk the Ghoul Reaver level 26
50th Regrowth 123rd year of Ascendancy at 00:16 see stats
By Grumshk the Ghoul Reaver level 21
19th Regrowth 123rd year of Ascendancy at 07:19 see stats
By Grumshk the Ghoul Reaver level 36
26th Dusk 123rd year of Ascendancy at 04:03 see stats
Log
Velonne the skeleton magus deactivates Shield of Light.
Velonne the skeleton magus deactivates Chant of Fortitude.
Velonne the skeleton magus deactivates Retribution.
Velonne the skeleton magus deactivates Weapon of Light.
Velonne the skeleton magus deactivates Energy Alteration.
Velonne the skeleton magus deactivates Keen Senses.
Velonne the skeleton magus activates Chant of Fortress.
Velonne the skeleton magus casts Manathrust.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 62.
Grumshk slows down.
Burning from Velonne the skeleton magus hits Grumshk for 57 fire damage.
Velonne the skeleton magus hits Grumshk for 161 arcane damage.
Velonne the skeleton magus's physical stun area effect hits Carrion worm mass for 89 physical damage.
Velonne the skeleton magus's physical stun area effect hits Carrion worm mass for 89 physical damage.
Velonne the skeleton magus casts Sun Ray.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 51.
Grumshk shrugs off the effect 'Blinded'!
Carrion worm mass resists the blinding light!
Carrion worm mass resists the blinding light!
Burning from Velonne the skeleton magus hits Grumshk for 57 fire damage.
Velonne the skeleton magus hits Grumshk for 132 light damage.
Grumshk the level 36 ghoul reaver was roasted to death by Velonne the skeleton magus on level 8 of Dreadfell.
You have 1 life(s) left.
Carrion worm mass is not stunned anymore.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Velonne the skeleton magus killed Grumshk!
Saving game...
Saving done.
Personal New Achievement: Utterly Destroyed (Insane (Adventure) difficulty)!