











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.5 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Turn Separators 1.4.0Have you ever noticed that the newlines in ToME's battle log Better Item Description 1.5.5This 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 ZOmnibus Addon Pack 1.5.0Combines 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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Possessor Bonus Class 1.5.4Donators/Buyers bonus! |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Cursed |
| Level / Exp | 20 / 57% |
| Size | big |
| Lifes / Deaths | Killed by skeleton warrior at level 9 on the 1st Flare 122nd year of Ascendancy at 18:06 0 / 6Killed by Xamurand the Bringer of Doom at level 16 on the 46th Dusk 122nd year of Ascendancy at 22:02 Killed by Xamurand the Bringer of Doom at level 16 on the 46th Dusk 122nd year of Ascendancy at 23:23 Killed by Gawen the Guardian at level 17 on the 50th Dusk 122nd year of Ascendancy at 09:15 Killed by Ivikira the snow giant chieftain at level 20 on the 28th Haze 122nd year of Ascendancy at 22:29 Killed by Ivikira the snow giant chieftain at level 20 on the 28th Haze 122nd year of Ascendancy at 22:56 |
Primary Stats
| Strength | 65 (base 39) |
| Dexterity | 16 (base 11) |
| Constitution | 27 (base 14) |
| Magic | 17 (base 10) |
| Willpower | 67 (base 48) |
| Cunning | 16 (base 10) |
Resources
| Life | -34/623 |
| Mana | 541/551 |
| Hate | 107/107 |
| Positive | 86/87 |
| Healing Factor | 1.1294416243655 |
| Regeneration | 4.2354060913706 |
Speed
| Mental | +50% |
| Attack | 0% |
| Movement | +396.03961484427% |
| Spell | 0% |
| Global | +76.923076923077% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 1 |
| ESP Range | 10 |
| ESP Kinds | humanoid/orc |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 41 |
| Crit Chance | 4% |
| APR | 19 |
| Speed | 0.67 |
Offense: Offhand
| Damage | 20 |
| Accuracy | 58 |
| Crit Chance | 7% |
| APR | 32 |
| Speed | 0.67 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 6% |
| Speed | 1 |
Offense: Mind
| Mindpower | 44 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +15% |
| Light | +21% |
| Nature | +16% |
| Darkness | +30% |
| Physical | +48% |
| Cold | +16% |
| All | +6% |
Offense: Damage Penetration
| Blight | +10% |
| Darkness | +25% |
| Physical | +12% |
Defense: Base
| Armour (hardiness) | 42.08934837382 (81.030927835052%) |
| Defense | 30 |
| Ranged Defense | 38 |
| Fatigue | 28 |
| Physical Save | 51 |
| Spell Save | 48 |
| Mental Save | 52 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 18%( 70%) |
| Physical | + 7%( 70%) |
| Cold | + 29%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 43%( 70%) |
| Light | + 9%( 70%) |
| Mind | + 32%( 70%) |
| Darkness | + 23%( 70%) |
| Fire | + 10%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 27% |
| Fear Resistance | 27% |
| Instadeath Resistance | 100% |
| Poison Resistance | 70% |
| Knockback Resistance | 27% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 25% for 6 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 19 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 354 damage for 5 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Gloom | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Cursed / Rampage | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cursed / Strife | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Cursed / Slaughter | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cursed / Endless hunt | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
| talent | Chant of Fortitude |
| talent | Surge |
| talent | Gloom |
| talent | Stalk |
| detrimental effect | Reduces global action speed by 30%. Slow |
| beneficial effect | The target's unnatural body has responded to damage taken. All damage that the target inflicts is increased by 4%. Strength and Willpower are increased by 2. Poisons and diseases have a 10% chance of being neutralized each turn. Cursed Form |
| beneficial effect | The target is rampaging! (+313% movement speed, +50% attack speed, +20% physical damage, +9 physical save, +9 mental save) Rampaging |
| beneficial effect | The target is recovering 22 life each turn. Recovery |
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 grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved talent Premonition (+1 level(s)). | done |
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 improved Dexterity by +1. | done |
You successfully escorted the lost anorithil to the recall portal on level 2 of Old Forest. Escort: lost anorithil (level 2 of Old Forest)As a reward you improved talent Healing Light (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved Strength by +2. | 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 Vitality (+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 Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
You have begun to look for a way to overcome the curse that afflicts you. KeepsakeYou have found a small iron acorn which you keep as a reminder of your past You have destroyed the merchant caravan that you once considered family. Kyless, the one who brought the curse, is dead by your hand. Berethh is dead, may he rest in peace. Your curse has defiled the iron acorn which now serves as a reminder of your vile nature. | 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. The fortress's current energy level is: 5. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed honey tree root. * You've found the needed minotaur nose. 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 wretchling eyeball. * You've found the needed green worm. * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed warg claw. * '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 vial of squid ink. | 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 within3 lumberjacks have died. | 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 | pair of iron boots 'Glorathra' (9 def, 8 armour)3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Acc +2 (+1 eff.) Apr +4 ----- def ----- Armour +8 Defense +9 (+5 eff.) Rng.Def +9 (+3 eff.) Fatigue +2% ---------- misc Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+3 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 +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 107, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 300). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 288.60 darkness damage (based on Mindpower and charge). Uses 10 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. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| On hands | hardened leather gloves 'Shadecast' (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Mind.pwr +5 (+1 eff.) Melee+ 14 mind 10 darkness On Hit (Melee): * 15% chance to cause random gloom ----- def ----- Armour +2 Resists +4% physical Phys.save +30 (+9 eff.) Mind.save -10 (-3 eff.) ---------- misc Max.stam +25.00 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 | Murkrebel the dragonbone totem of cure ailments [power 4] (10 cooldown)2.0 T5 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +9% darkness Res.pen +15% darkness ---------- misc Wards +2 acid +4 nature +3 light Telepathy Humanoid/Orc Talents +1 Ward Remove up to 4 poisons or diseases from a target within range 8 (based on Willpower) Puts all charms on 10 cooldown Natural totems are made by powerful wilders to store nature power. |
| On fingers | Manydor the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +10% cold On Hit (Melee): * 20% chance to disease ----- def ----- Armour +4 Resists +9% blight +20% cold HP.reg +1.60 Stun/Frz- +25% Rings can have magical properties. |
| On fingers | gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 bleed Ranged+ 9 bleed On Hit (Melee): * 12% chance to cause random gloom On Hit (Ranged): * 12% chance to cause random gloom ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 66%. Rings can have magical properties. |
| Around neck | Shockgore the steel amulet0.1 T2 amulet jewelry [Random Unique] Master While equipped: Stats +5 Str +5 Dex +5 Wil dps ---------- Dmg.mod +9% lightning ----- def ----- Fatigue -6% Resists +15% lightning Phys.save +10 (+3 eff.) Spell.save +11 (+4 eff.) Mind.save +12 (+4 eff.) HP.reg +1.90 Amulets can have magical properties. |
| In main hand | dwarven-steel greatsword 'Ximina' (Nightmares) (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +8 acid While equipped: Stats +2 Cun +5 Wil dps ---------- Crit.mult +10.00% Res.pen +12% physical Acc +12 (+4 eff.) Apr +13 ----- def ----- Mind.save +30 (+10 eff.) ---------- misc Hate/m.crit +2.00 Curse of Nightmares Massive two-handed swords. |
| Around waist | Korachik the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Con ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+2 eff.) Resists +7% acid +6% light +7% fire +7% lightning +7% cold Poison- +20% A belt that goes around your waist. |
| In off hand | Serpent's Glare (Nightmares) (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Curse of Nightmares Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 237.40 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
| Cloak | Camomnir (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Mag +7 Wil +3 Con dps ---------- Spell.crit +5% Phasing +30% ----- def ----- Defense +2 (+1 eff.) Spell.save +14 (+5 eff.) ---------- misc Max.mana +52.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Aeredelar (5 def, 11 armour)17.0 T3 massive armor [Rare] Master While equipped: dps ---------- Res.pen +10% blight Melee Ret 12 acid On Hit (Melee): * 20% chance to disease ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +19% lightning +6% blight +6% acid A suit of armour made of metal plates. |
Inventory
insidious poison infusion of the wizard (21 nature damage, 31% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 21.24 nature damage per turn for 7 turns, and reducing the target's healing received by 31%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the titan (505% speed; 7 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 505% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 7 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the warrior (672% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 672% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
heroism infusion of the duelist (+6 for 9 turns, die at -187)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 6 for 9 turns. While Heroism is active, you will only die when reaching -187 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
shielding rune (absorb 158 for 4 turns)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 158 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
serendipitous gold amulet of vision0.1 T3 amulet jewelry [Ego++] Nature While equipped: Stats +6 Lck dps ---------- Acc +9 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 12% Blind- +14% ---------- misc Infravis +3 Sight +2 See.Invis +8 Amulets can have magical properties. |
mule's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +5 (+4 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Fatigue -4% ---------- misc Max.enc +20 Rings can have magical properties. |
steel ring of lightning (+24%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings can have magical properties. |
treant's steel ring0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +6% blight Poison- +15% Disease- +16% Rings can have magical properties. |
warrior's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% cold ----- def ----- Armour +6 Resists +20% cold Rings can have magical properties. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
Crystal Shard (Nightmares) (16-19.2 power, 4 apr, physical element)5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+8 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Curse of Nightmares Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash magestaff (Madness) (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Curse of Madness Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (Corpses) (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Curse of Corpses Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (Misfortune) (15-18 power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Normal] Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% temporal ---------- misc Talents +1 Command Staff Curse of Misfortune Staves designed for wielders of magic, by the greats of the art. |
ash vilestaff of illumination (Misfortune) (15-18 power, 3 apr, acid element)5.0 T2 staff 2H weapon [Ego] Nature Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+4 eff.) Dmg.mod +15% acid On Hit (Melee): * 5% chance to blind ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +2 Talents +1 Command Staff Curse of Misfortune Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 59.54 light damage. Staves designed for wielders of magic, by the greats of the art. |
Bolbum's Big Knocker (Nightmares) (64-76.8 power, 10 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 38 [Unique] Arcane Power 64.0 - 76.8 Physical Uses 140% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +10 Atk.spd 100% Melee+ +10% confusion While equipped: dps ---------- Spell.crit +18% Spell.pwr +12 (+7 eff.) Dmg.mod +20% physical Acc +7 (+2 eff.) ---------- misc Masteries +0.20 Spell/Staff combat Curse of Nightmares Channel Staff: Level 2.0 Pwr.cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
steel battleaxe 'Vorymiwyn' (Corpses) (19.5-29.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 19.5 - 29.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +4 arcane On Hit.r1 +7 fire On Crit: * cripple the target While equipped: dps ---------- Phys.crit +25.0% Melee Ret 4 blight ----- def ----- Armour +4 ---------- misc Max.mana +20.00 Curse of Corpses Massive two-handed battleaxes. |
elemental steel greatmaul (Madness) (26.5-39.75 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane Power 26.5 - 39.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.0% Atk.spd 100% On Hit: * Random elemental explosion While equipped: dps ---------- Res.pen +13% acid +12% fire +14% cold +12% lightning Curse of Madness Massive two-handed mauls. |
Ce'Nona the dwarven-steel greatmaul (Misfortune) (45.5-68.25 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Master Power 45.5 - 68.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit: * 40 arcane resource burn While equipped: dps ---------- On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +5% arcane +9% blight Curse of Misfortune Massive two-handed mauls. |
steel greatsword (Madness) (27-43.2 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Curse of Madness Massive two-handed swords. |
Colaryem (Corpses) (48-76.8 power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 48.0 - 76.8 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +12 Crit +11.0% Atk.spd 56% 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. Curse of Corpses 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. |
truestriking dwarven-steel greatsword of crippling (Corpses) (36-57.6 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.5% Atk.spd 100% On Crit: * cripple the target While equipped: dps ---------- Phys.crit +12.0% Res.pen +12% physical Acc +10 (+3 eff.) Apr +14 Curse of Corpses Massive two-handed swords. |
Ebonyclash (Shrouds) (15-21 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 blight +9 mind On Hit: 10% Epidemic 2 On Hit: * 15% chance to cause random gloom * 7% chance to disease While equipped: Stats +2 Cun +2 Wil dps ---------- Acc +7 (+2 eff.) Melee Ret 8 blight On Hit (Melee): * 30% chance to inflict 15% damage reduction * 20% chance to disease ----- def ----- Defense +6 (+3 eff.) Disease- +10% Disarm- +31% Curse of Shrouds Blunt and deadly. |
Daypanic the steel waraxe (Nightmares) (12-16.8 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature Power 12.0 - 16.8 Light Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Melee+ +26 insidious poison +9 temporal +9 nature +8 fire On Crit.r2 +4 light While equipped: dps ---------- Res.pen +5% light ----- def ----- Resists +3% light Curse of Nightmares One-handed war axes. |
steel waraxe 'Borileromidin' (Corpses) (24.5-34.3 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 24.5 - 34.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +4.0% Atk.spd 100% Phasing +40% While equipped: Stats +3 Mag dps ---------- Phys.crit +2.0% ----- def ----- Fatigue -4% HP.reg +0.80 Curse of Corpses One-handed war axes. |
balanced steel dagger of daylight (Madness) (12-15.6 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane/Master Power 12.0 - 15.6 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 light Against +6% Undead While equipped: dps ---------- Acc +4 (+1 eff.) ----- def ----- Defense +5 (+3 eff.) Disarm- +16% Curse of Madness Sharp, short and deadly. |
blooming vined mindstar of the jelly (Shrouds) (4.5-4.95 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 4.5 - 5.0 Mind Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Dmg.mod +4% acid ----- def ----- Heal.mod +12% Heal/summ +24 ---------- misc Equi/ret +0.50 Curse of Shrouds 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. |
nature's pulsing mindstar of balance (Madness) (12.5-13.75 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego] Nature Power 12.5 - 13.8 Nature Uses 45% Wil, 25% Cun Mastery Psiblades Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +2% blight Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Disease- +12% ---------- misc Equi/ret +0.50 Curse of Madness Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Surefire (Misfortune)4.0 T1 longbow 2H weapon Reqs Dex 18 [Unique] Master Acc+ +0.2% crit / acc Atk.spd 133% Range +9 While equipped: Stats +3 Dex dps ---------- Phys.crit +5.0% Dmg.mod +5% physical Acc +12 (+4 eff.) Curse of Misfortune Steady Shot: Level 2.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 150% damage with a 24% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Arurain the Sunsmasher (18/18, 34-47.6 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 34.0 - 47.6 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Acc +12 Apr +7 Crit +1.5% Capacity 18 Ranged+ +23 physical +12 light On Hit.r1 +8 light On Hit: * 20% chance to blind * 10% chance to knock the target back Arrows are used with bows to pierce your foes to death. |
Artheruitir the quiver of yew arrows (20/20, 32-44.8 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Rare] Nature Power 32.0 - 44.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit / acc Apr +10 Crit +2.0% Capacity 20 Ranged+ +32 insidious poison +40 mind On Hit.r1 +4 mind On Crit.r2 +12 mind Arrows are used with bows to pierce your foes to death. |
Willowdeath the pouch of steel shots (11/13, 19.5-23.4 power, 2 apr)3.0 T2 shot ammo [Random Unique] Nature/Master Power 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +2 Crit +10.5% Capacity 13 Ranged+ +15 insidious poison +5 temporal +18 nature On Hit.r1 +12 nature On Crit: * cripple the target Shots are used with slings to pummel your foes to death. |
pouch of steel shots (19/19, 20-24 power, 2 apr)3.0 T2 shot ammo [Normal] Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.1% dam / acc Apr +2 Crit +4.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +4 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +15% cold ---------- misc Masteries +0.10 Spell/Water This deep blue robe flows and ripples as if pushed by an invisible tide. |
Glorulebeth the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Con dps ---------- Spell.pwr +11 (+7 eff.) Dmg.mod +10% temporal +8% all ----- def ----- Resists +9% acid +10% temporal +14% mind +17% darkness Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +22 (+8 eff.) ---------- misc Light +1 See.Invis +6 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+1 eff.) Dmg.mod +11% lightning ----- def ----- Resists +16% lightning Mind.save +16 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
prismatic dwarven-steel plate armour of stability (5 def, 11 armour)17.0 T3 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Defense +5 (+3 eff.) Fatigue +24% Resists +5% physical +12% light +10% darkness Phys.save +11 (+3 eff.) A suit of armour made of metal plates. |
Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Kindlewedge the hardened leather belt1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +4 (+1 eff.) Dmg.mod +18% light +6% fire Res.pen +10% light ----- def ----- Resists +9% light Phys.save +10 (+3 eff.) ---------- misc Light +3 A belt that goes around your waist. |
linen cloak 'Chardeath' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +2 (+1 eff.) Res.pen +20% fire ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Die.at -40.00 life Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Falohad (8 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +20.00% Melee Ret 12 mind ----- def ----- Defense +8 (+4 eff.) Phys.save +7 (+2 eff.) ---------- misc Max.hate +6.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Noonoracle the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% acid +15% light Melee Ret 12 acid 8 light On Hit (Melee): * 30% chance to corrode armour by 30% * 15% chance to blind ----- def ----- Defense +2 (+1 eff.) Max.HP +39.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
steady rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Armour +1 Phys.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Disarm- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloombreacher (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% mind Acc +7 (+2 eff.) ----- def ----- Armour +2 Resists +9% darkness Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +33% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Beiran' (0 def, 2 armour)1.0 T3 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +2 Resists +3% acid +6% cold +9% mind +9% fire HP.reg +1.50 ---------- misc Stam/turn +0.50 Max.stam +18.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gloraba the dwarven-steel gauntlets (0 def, 6 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +1 Con ----- def ----- Armour +6 Resists +6% blight +3% temporal +9% light Phys.save +16 (+5 eff.) Spell.save +33 (+11 eff.) Mind.save +5 (+2 eff.) Disarm- +34% Teleport- +5% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 21% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
cleansing iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature/Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +6% cold +7% nature ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +5% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% cold +6% fire A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Phys.save +11 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Cun 25 [Unique] Master While equipped: Stats +10 Wil +3 Con dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Technique/Field control Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and they have been at war with most other races for thousand of years. Removes 2 stun, daze, or pin effects, and makes you immune to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
5 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. |
6 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
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 lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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. |
amber0.0 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 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
75 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. |
Zyndil the Ravenraptor2.0 T1 lite [Rare] Master While equipped: dps ---------- Dmg.mod +3% darkness +12% lightning Res.pen +5% darkness ----- def ----- Resists +6% darkness +6% lightning ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity2.0 T1 lite [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Light +2 See.Stealth +5 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 58.72 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 58.72 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Cold Iron Acorn0.0 T1 trinket misc [Plot Item] Psionic While carried: dps ---------- Mov.spd +20% Dmg.mod +12% physical ----- def ----- Resists +30% mind A small acorn, crafted crudely out of iron. It once belonged to Bander, but now it is yours. The acorn serves as a reminder of who and what you are. |
Kyless' Book5.0 T1 trinket misc [Plot Item] Psionic This was the book that gave power to Kyless and eventually led to his doom. The book is simple in appearance, bound in leather with no markings on the cover. All of the pages are blank. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +4% blight Apr +5 Melee Ret 15 blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 81.72 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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. |
steel torque of clear mind [power 2] (10 cooldown)2.0 T2 torque charm [Ego] Psionic Absorb and nullify at most 2 detrimental mental status effects in the next 10 turns Puts all charms on 10 cooldown Torques are made by powerful psionics to store psionic powers. |
Malytobar the dwarven-steel torque of mindblast [power 217] (6 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +18% blight +6% mind Res.pen +20% blight Melee Ret 8 mind ----- def ----- Resists +12% blight ---------- misc Talents +2 Telekinetic Blast Fire a blast of psionic energies in a range 8 beam dealing 115.01 to 230.02 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
supercharged ash totem of thorny skin [power 32] (26 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 32 and armour hardiness by 40% Puts all charms on 26 cooldown Natural totems are made by powerful wilders to store nature power. |
Baryhell the elm wand of clairvoyance [power 9] (6 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +12 (+4 eff.) Res.pen +15% mind ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Telepathy Demon/Minor Demon/Major Reveal the area around you, dispelling darkness (radius 9, power 41 based on Magic), and detect the presence of nearby creatures for 3 turns Puts all charms on 6 cooldown 100% to regenerate 1 negative energy. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Pumplin the Ogre Cursed level 16
47th Dusk 122nd year of Ascendancy at 00:26 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Pumplin the Ogre Cursed level 12
10th Dusk 122nd year of Ascendancy at 15:31 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Pumplin the Ogre Cursed level 15
42nd Dusk 122nd year of Ascendancy at 00:08 see stats
Exterminator
Killed 1000 creatures.By Pumplin the Ogre Cursed level 17
49th Dusk 122nd year of Ascendancy at 21:10 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Pumplin the Ogre Cursed level 20
18th Haze 122nd year of Ascendancy at 20:59 see stats
Level 10
Got a character to level 10.By Pumplin the Ogre Cursed level 10
3rd Flare 122nd year of Ascendancy at 05:37 see stats
Level 20
Got a character to level 20.By Pumplin the Ogre Cursed level 20
18th Haze 122nd year of Ascendancy at 20:28 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Pumplin the Ogre Cursed level 19
67th Dusk 122nd year of Ascendancy at 03:56 see stats
The Arena
Unlocked Arena mode.By Pumplin the Ogre Cursed level 9
3rd Summertide 122nd year of Ascendancy at 14:19 see stats
The secret city
Discovered the truth about mages.By Pumplin the Ogre Cursed level 14
33rd Dusk 122nd year of Ascendancy at 21:37 see stats
Log
Snow giant boulder thrower hurls a huge boulder at Pumplin!
Animated Duvyyon the Lavastun (Corpses) resists the knockback!
You fight through the pain! (+5 hate)
Pumplin resists the knockback!
Snow giant chieftain resists the knockback!
Bleeding from Pumplin hits Snow giant chieftain for 2 physical damage.
Snow giant boulder thrower hits Pumplin for 134 physical damage.
Snow giant boulder thrower hits Snow giant chieftain for 96 physical damage.
Snow giant boulder thrower hits Animated Duvyyon the Lavastun (Corpses) for 40 physical damage.
Snow giant chieftain misses Pumplin.
Ivikira the snow giant chieftain uses Slime Spit.
Ivikira the snow giant chieftain's mind surges with critical power!
You fight through the pain! (+14 hate)
Pumplin begins rampaging!
Pumplin is recovering from the damage!
Pumplin slows down.
Snow giant chieftain is dismayed!
Pumplin receives 25 healing.
Ivikira the snow giant chieftain's Slime Spit hits Pumplin for 253 nature damage.
Animated Duvyyon the Lavastun (Corpses) slows down.
Ivikira the snow giant chieftain's Slime Spit hits Animated Duvyyon the Lavastun (Corpses) for 49 nature damage.
Animated Duvyyon the Lavastun (Corpses) shoots!
Snow giant chieftain overcomes the gloom
Bleeding from Pumplin hits Snow giant chieftain for 2 physical damage.
Snow giant chieftain uses Stun.
Snow giant chieftain misses Pumplin.
Ivikira the snow giant chieftain uses Acidbeam.
Ivikira the snow giant chieftain's mind surges with critical power!
Your hatred grows even as your life fades! (+17 hate)
Saving game...










































































































