
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Ignore Campaign/Difficulty Locks 1.1.0Modifies the character creation dialog to bypass the lock check for campaigns and difficulty levels, allowing characters to play campaigns and difficulty levels that you haven't unlocked. Doesn't actually unlock anything. Possessor Bonus Class 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.0Combines 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: Embers of Rage 1.7.0Official 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:
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 1.7.0Official 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 Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Better Item Description 1.7.2This 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 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 1.7.0Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Female |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 50 / 76% |
| Size | medium |
| Lifes / Deaths | Killed by Emaleba the dredge captain at level 20 on the 43rd Dusk 122nd year of Ascendancy at 07:02 0 / 10Killed by Glorathra the gigantic sandworm tunneler at level 20 on the 57th Dusk 122nd year of Ascendancy at 13:05 Killed by Cyruthra the dredgling at level 28 on the 23rd Haze 122nd year of Ascendancy at 16:04 Killed by Voriyabeth the skeleton assassin at level 31 on the 75th Pyre 123rd year of Ascendancy at 08:27 Killed by Zubelle the telugoroth at level 32 on the 2nd Summertide 123rd year of Ascendancy at 13:48 Killed by Yvussra the temporal stalker at level 33 on the 3rd Summertide 123rd year of Ascendancy at 06:12 Killed by WrithingTwo's Inner Demon at level 42 on the 54th Haze 123rd year of Ascendancy at 22:46 Killed by worm that walks (servant of WrithingTwo) at level 49 on the 1st Dusk 124th year of Ascendancy at 06:01 Killed by Vorima the squid at level 49 on the 1st Dusk 124th year of Ascendancy at 11:38 Killed by Emelodath the storm drake at level 50 on the 5th Dusk 124th year of Ascendancy at 23:31 |
Primary Stats
| Strength | 46 (base 36) |
| Dexterity | 76 (base 60) |
| Constitution | 42 (base 16) |
| Magic | 91 (base 64) |
| Willpower | 21 (base 10) |
| Cunning | 77 (base 66) |
Resources
| Life | -167/1606 |
| Mana | 449/449 |
| Steam | 100/100 |
| Insanity | 64/100 |
| Healing Factor | 1.5339880031269 |
| Regeneration | 5.4456574111005 |
Speed
| Mental | +10% |
| Attack | 0% |
| Movement | +64.441686460958% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 5 |
| See Stealth | 44.894288500862 |
| See Invisible | 59.894288500862 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 77 |
| Crit Chance | 66% |
| APR | 42 |
| Speed | 0.91 |
Offense: Spell
| Spellpower | 74 |
| Crit Chance | 47% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Blight | +40% |
| Physical | +7% |
| Cold | +8% |
| All | 0% |
| Lightning | +17% |
| Light | +9% |
| Temporal | +3% |
| Mind | +21% |
| Darkness | +61% |
| Fire | +7% |
| Nature | +9% |
Offense: Damage Penetration
| Darkness | +102% |
| Temporal | +49% |
| Lightning | +45% |
| Mind | +60% |
| All | +25% |
Defense: Base
| Armour (hardiness) | 15 (62.946778433524%) |
| Defense | 76 |
| Ranged Defense | 76 |
| Fatigue | 0 |
| Physical Save | 31 |
| Spell Save | 34 |
| Mental Save | 30 |
Defense: Resistances
| Lightning | + 50%( 70%) |
| Nature | + 34%( 70%) |
| Temporal | + 42%( 70%) |
| Blight | + 37%( 70%) |
| Physical | + 30%( 70%) |
| Darkness | + 65%( 70%) |
| All | + 28%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 100% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 0% |
Inscriptions (5/5)
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 162% efficiency and cooldown mod of 67%. Its effects scale with your Dexterity 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 555 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 53 up to 6 times. Its effects scale with your Magic stat. |
| Implants | Effective talent level: 1.0 Implant: Medical InjectorUse mode: Activated Range: melee/personal Cooldown: 1 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a steamtech power Description: Medical injector allows using therapeutics with 179% efficiency and cooldown mod of 64%. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Slow death | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 3/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 failed to protect the lost sun paladin from death by Ivyra the master vampire. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Lisyma the stone troll. Escort: lost sun paladin (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by Aletta Soultorn. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Aerewe the blue crystal. Escort: lost sun paladin (level 4 of Old Forest) | failed |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you gained talent category Chronomancy / Chronomancy (at mastery 1.00). | 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Ungrol of Last Hope is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of avoidance. You have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Agrimley the hermit no longer needs your help making the elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 within4 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | fleetfooted pair of dwarven-steel boots of void walking (12 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Arcane/Master While equipped: Stats +8 Dex dps ---------- Res.pen +12% darkness +14% temporal ----- def ----- Armour +4 Defense +12 (+3 eff.) Fatigue +3% Resists +15% darkness +13% temporal Def/telep +18 Res/telep +12% Dur/telep +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | nightwalker's alchemist's lamp of health1.0 T3 lite [Ego+] Nature While equipped: Stats +4 Wil dps ---------- Phys.crit +4.0% Crit.mult +13.00% Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +49.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | cashmere wizard hat 'Xeratira' (12 def, 0 armour) 2.0 T3 head armor [Rare] Arcane While equipped: Stats +7 Con dps ---------- Dmg.mod +13% darkness Acc +19 (+4 eff.) Apr +6 ----- def ----- Defense +12 (+3 eff.) Resists +19% darkness Phys.save +6 (+3 eff.) ---------- misc Equi/ret +0.08 Light +5 A pointy cloth hat, very wizardly... |
| Tool | ash wand of shielding 'Demonoracle' [power 212] (11 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +5 Cun dps ---------- Mind.crit +5% Dmg.mod +9% light +18% mind Res.pen +20% darkness +25% mind Melee Ret 6 darkness ---------- misc Equi/ret +0.12 Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Str +6 Dex +6 Mag +5 Wil +1 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +8 (+2 eff.) Acc +10 (+3 eff.) ----- def ----- Resists +12% blight Stun/Frz- +30% ---------- misc Infravis +2 Rings make your fingers look great! |
| Around waist | Eilinuriatira the Thundervortex 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Phys.crit +6.0% Crit.mult +14.00% Phys.pwr +15 (+3 eff.) Dmg.mod +9% lightning Apr +1 ----- def ----- Resists +3% physical Phys.save +6 (+3 eff.) Max.HP +70.00 HP.reg +3.30 Heal.mod +30% A belt that goes around your waist. |
| In main hand | dragonbone vilestaff 'Scabbreaker' (136% power, 26 apr, darkness element) 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +26 Crit +25.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Crit.mult +60.00% Spell.pwr +24 (+6 eff.) Melee+ 33 fire Dmg.mod +30% darkness +9% nature +3% mind Res.pen +10% mind Melee Ret 4 nature ----- def ----- Resists +9% nature ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | iron gauntlets 'Goradar' (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Con dps ---------- Melee+ 7 temporal Ranged+ 5 temporal Dmg.mod +3% temporal Apr +2 ----- def ----- Armour +1 Fatigue +1% Resists +9% darkness +6% temporal Mind.save +6 (+3 eff.) Max.HP +100.00 Teleport- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Worm Nest (0 def, 10 armour) 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag +5 Cun +5 Con dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Armour +10 Resists +13% all Dmg.red +30 all Crit.dmg- 35.00% Carrion Feet: Level 3.9 Pwr.cost 9 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
| Cloak | Pitchbringer (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Res.pen +25% darkness +10% temporal On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Defense +1 (+0 eff.) Resists +6% darkness +30% lightning Max.HP +34.00 Stun/Frz- +50% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Baryfast the Coalripper0.1 T5 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag dps ---------- Spell.crit +3% Phys.pwr +10 (+2 eff.) Spell.pwr +5 (+2 eff.) Phys.spd +10% Dmg.mod +6% acid +7% physical +8% cold +8% lightning +7% fire Res.pen +20% lightning +20% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +3% darkness ---------- misc Masteries +0.37 Chronomancy/Chronomancy Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 940%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 940% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 703; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 703 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (234.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 241.02 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the duelist (damage 260; dur 4; cd 21)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to direct a cone of chilling stormwind doing 260.50 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Taint of Purging (5 turns)0.1 T3 taint scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the taint to purge your body of physical afflictions for 5 turns. Each turn the purge will attempt to cleanse 1 physical debuff from you, and if one is removed, increase its duration by 1. Inscribe your skin with the taint. Corrupted taints may be inscribed onto your body, granting you an on-demand ability. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 33 power out of 60/60 The evilness of undeath radiates from this amulet. |
Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 6 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
steel ring 'Mayerathra'0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +2 Mag +5 Wil +5 Cun dps ---------- Mind.pwr +15 (+8 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Mind.save +9 (+4 eff.) Max.HP +24.00 Disarm- +23% Pinning- +22% Knockbk- +20% ---------- misc Hate/m.crit +1.00 Rings make your fingers look great! |
Isotta0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +10 Str +11 Dex +2 Mag +10 Cun +10 Con dps ---------- Phys.pwr +12 (+3 eff.) Acc +13 (+3 eff.) ----- def ----- Resists +5% physical Max.HP +50.00 Disarm- +41% Pinning- +50% Knockbk- +44% ---------- misc Mana/turn +0.12 Mana/s.crit +2.11 Rings make your fingers look great! |
dragonbone starstaff 'Forestknave' (136% power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 137% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +25 (+6 eff.) Dmg.mod +30% temporal +30% darkness +30% physical +15% fire +6% nature +30% light Melee Ret 6 nature ----- def ----- Resists +14% temporal +13% darkness +9% nature Def/telep +18 Res/telep +22% Dur/telep +22% ---------- misc Mana/turn +0.28 Max.mana +76.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
warbringer's voratun battleaxe of the mystic (170% power, 4 apr)3.0 T5 battleaxe 2H weapon Reqs Str 48 [Ego+] Arcane/Master Power 171% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: Stats +7 Mag +5 Wil +7 Con dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +16 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +31% Massive two-handed battleaxes. |
chilling voratun greatsword of daylight (175% power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Arcane Power 176% Range: 1.6x Uses 50% Mag, 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Melee+ +19 light +34 cold Against +17% Undead Massive two-handed swords. |
Moon (100% power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 100% Range: 1.3x Uses 20% Dex, 50% Mag, 20% Str Dmg Darkness Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (111% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 50% Mag, 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
nature's living mindstar of sand (112% power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Ego+] Nature Power 112% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Melee+ 19 physical Dmg.mod +6% nature +13% physical Res.pen +12% physical ----- def ----- Resists +10% blight +13% physical Disease- +17% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 40.80 to 51.00 physical damage (based on Willpower and Cunning) with knockback. Uses 6 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
elven-silk robe 'Nerelratha' (0 def, 2 armour)2.0 T5 cloth armor [Random Unique] Arcane While equipped: Stats +5 Mag +5 Wil +5 Cun dps ---------- Spell.crit +14% Spell.pwr +19 (+5 eff.) Dmg.mod +11% arcane +47% temporal +13% light +17% darkness Res.pen +10% mind ----- def ----- Armour +2 Resists +3% physical +23% temporal +6% cold +15% all Die.at -20.00 life Knockbk- +20% ---------- misc Max.mana +110.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven elven-silk robe (0 def, 0 armour)2.0 T5 cloth armor [Ego+] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +9 (+5 eff.) Dmg.mod +24% darkness +20% physical Res.pen +13% darkness +17% physical ----- def ----- Resists +15% all ---------- misc Max.hate +11.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
drakeskin leather armour 'Charcast' (20 def, 8 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +5 Wil dps ---------- Phys.crit +6.0% Crit.mult +16.00% Phys.pwr +8 (+2 eff.) Dmg.mod +6% darkness Res.pen +20% fire Melee Ret 4 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +23% blight +34% fire +33% darkness ---------- misc Light +2 A suit of armour made of leather. |
prismatic voratun mail armour of implacability (5 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Arcane/Master While equipped: ----- def ----- Armour +18 Defense +5 (+1 eff.) Fatigue +2% Resists +16% light +19% darkness Phys.save +11 (+5 eff.) A suit of armour made of mail. |
rejuvenating voratun mail armour of spell shielding (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego] Arcane/Nature While equipped: ----- def ----- Armour +10 Defense +5 (+1 eff.) Fatigue +12% Resists +8% arcane Spell.save +25 (+10 eff.) HP.reg +6.20 ---------- misc Stam/turn +1.70 A suit of armour made of mail. |
Blazepulverizer the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Melee Ret 2 light ----- def ----- Defense +5 (+1 eff.) Die.at -80.00 life HP.reg +1.00 Heal.mod +10% A belt that goes around your waist. |
Islukira the pair of drakeskin leather boots (16 def, 5 armour)2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +6 Cun dps ---------- Dmg.mod +9% mind Res.pen +19% temporal +17% darkness +10% arcane ----- def ----- Armour +5 Defense +16 (+4 eff.) Resists +14% fire +25% temporal +17% darkness +13% cold Def/telep +20 Res/telep +17% Dur/telep +23% Evasion: (Instant) Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of dwarven-steel boots 'Salerimina' (10 def, 6 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +6 Con dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Armour +6 Defense +10 (+2 eff.) Fatigue +3% Resists +6% mind Rush: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con dps ---------- Acc +0 (+0 eff.) ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% ---------- misc Light +0 Infravis +0 Sight +0 See.Stealth +0 See.Invis +0 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
9 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 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. |
5 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
8 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. |
6 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. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 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. |
5 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con 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. |
2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
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. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
553 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. |
59 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern 'Issekan'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +30 (+6 eff.) Res.pen +5% mind ----- def ----- Max.HP +45.00 ---------- misc Psi/ret +0.08 Light +3 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. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 6 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
voratun razor edge0.0 T5 steamtech tinker [Normal] Steamtech Attachable to weapon When attached: Power 66% Range: 1.1x Uses 50% Mag Dmg Physical Apr +20 Crit +20.0% Tinkers can be attached to normal items to improve them with steam power! |
powerful frost salve [power 16] powerful frost salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 physical effects and grants a frost aura (16% cold, darkness and nature affinity) Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
great healing salve [power 259] great healing salve [power 259]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Heal 259 Puts Talent Medical Injector on 9 cooldown Medical salve. |
great pain suppressor salve [power 226] great pain suppressor salve [power 226]1.0 T4 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Let you fight up to -226 life and reduces all damage by 22% for 6 turns (takes no time to activate) Puts Talent Medical Injector on 6 cooldown Activation is instant. Medical salve. |
powerful water salve [power 16] powerful water salve [power 16]1.0 T3 salve misc [Normal] Nature/Steamtech No medical injector available, values are indicative only. Remove 2 mental effects and grants a water aura (16% blight, mind and acid affinity). Puts Talent Medical Injector on 14 cooldown Activation is instant. Medical salve. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 44 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 141% of the healing done. This effect scales with your Magic stat.. Uses 42 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 111 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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 614.76 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Armithel [power 150] (9 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% blight +9% mind Melee Ret 4 blight ----- def ----- Resists +6% mind Blast the opponent's mind dealing 182 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to reduce 1 talent cooldowns by 2. 100% to increase all damage penetration by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
supercharged steel torque of psionic shield [power 67] (19 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 67 for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Murkgasher the elm totem of stinging [power 116] (9 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Resists +6% darkness Sting an enemy dealing 126 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 9 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
Aryssra [power 175] (14 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10% chance to reduce armor by 43% ----- def ----- Resists +15% lightning Spell.save +12 (+6 eff.) Mind.save +6 (+3 eff.) Disarm- +20% Stun/Frz- +20% Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 493 Base Damage: 177 Armor: 16 All Resist: 12 Puts all charms on 14 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Demonvile the yew totem of summon tentacle [power 235] (14 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- S.pwr/crit +10 Dmg.mod +3% blight Res.pen +15% darkness Melee Ret 4 acid ----- def ----- Spell.save +6 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +100.00 Summon a resilient tentacle up to 5 spaces away for 9 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 602 Base Damage: 293 Armor: 29 All Resist: 20 Puts all charms on 14 cooldown Natural totems are made by powerful wilders to store nature power. |
extending elven-wood totem of healing [power 386] (9 cooldown)2.0 T4 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 386 Puts all charms on 9 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
elm wand of shielding 'Strikebrand' [power 116] (11 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid Melee Ret 4 acid ----- def ----- Resists +9% lightning +15% acid Create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to increase all damage by 12% 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: "Of Knowledge And Horrors"2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
A dangerous secret (Insane (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By WrithingTwo the Cornac Writhing One level 39
37th Dusk 123rd year of Ascendancy at 01:53 see stats
Against all odds (Insane (Adventure) difficulty)
Killed Ukruk in the ambush.By WrithingTwo the Cornac Writhing One level 38
17th Dusk 123rd year of Ascendancy at 17:01 see stats
Arachnophobia (Insane (Adventure) difficulty)
Destroyed the spydric menace.By WrithingTwo the Cornac Writhing One level 43
56th Haze 123rd year of Ascendancy at 14:21 see stats
Are you out of your mind?! (Insane (Adventure) difficulty)
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By WrithingTwo the Cornac Writhing One level 44
62nd Haze 123rd year of Ascendancy at 16:29 see stats
Back and there again (Insane (Adventure) difficulty)
Opened a portal to the Far East from Maj'Eyal.By WrithingTwo the Cornac Writhing One level 50
2nd Dusk 124th year of Ascendancy at 08:21 see stats
Brave new world (Insane (Adventure) difficulty)
Went to the Far East and took part in the war.By WrithingTwo the Cornac Writhing One level 41
7th Haze 123rd year of Ascendancy at 16:27 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By WrithingTwo the Cornac Writhing One level 14
4th Dusk 122nd year of Ascendancy at 07:44 see stats
Destroyer's bane (Insane (Adventure) difficulty)
Killed Golbug the Destroyer.By WrithingTwo the Cornac Writhing One level 40
4th Haze 123rd year of Ascendancy at 02:46 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By WrithingTwo the Cornac Writhing One level 35
10th Dusk 123rd year of Ascendancy at 16:29 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By WrithingTwo the Cornac Writhing One level 22
65th Dusk 122nd year of Ascendancy at 00:53 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By WrithingTwo the Cornac Writhing One level 39
26th Dusk 123rd year of Ascendancy at 11:32 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By WrithingTwo the Cornac Writhing One level 34
8th Flare 123rd year of Ascendancy at 14:34 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By WrithingTwo the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 09:36 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By WrithingTwo the Cornac Writhing One level 20
42nd Dusk 122nd year of Ascendancy at 19:36 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By WrithingTwo the Cornac Writhing One level 30
8th Regrowth 123rd year of Ascendancy at 04:56 see stats
Level 40 (Insane (Adventure) difficulty)
Got a character to level 40.By WrithingTwo the Cornac Writhing One level 40
2nd Haze 123rd year of Ascendancy at 22:08 see stats
Level 50 (Insane (Adventure) difficulty)
Got a character to level 50.By WrithingTwo the Cornac Writhing One level 50
1st Dusk 124th year of Ascendancy at 11:41 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By WrithingTwo the Cornac Writhing One level 28
44th Haze 122nd year of Ascendancy at 04:12 see stats
Size is everything (Insane (Adventure) difficulty)
Did over 1500 damage in one attack.By WrithingTwo the Cornac Writhing One level 32
3rd Mirth 123rd year of Ascendancy at 12:50 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By WrithingTwo the Cornac Writhing One level 21
61st Dusk 122nd year of Ascendancy at 08:32 see stats
Sliders (Insane (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By WrithingTwo the Cornac Writhing One level 41
4th Haze 123rd year of Ascendancy at 05:42 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By WrithingTwo the Cornac Writhing One level 14
3rd Flare 122nd year of Ascendancy at 13:08 see stats
The Restless Dead (Insane (Adventure) difficulty)
Disturbed an old battlefield and survived the consequences.By WrithingTwo the Cornac Writhing One level 32
4th Mirth 123rd year of Ascendancy at 02:03 see stats
The Right thing to do (Insane (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By WrithingTwo the Cornac Writhing One level 24
5th Haze 122nd year of Ascendancy at 18:34 see stats
The bigger the better! (Insane (Adventure) difficulty)
Did over 3000 damage in one attack.By WrithingTwo the Cornac Writhing One level 49
6th Flare 124th year of Ascendancy at 08:13 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By WrithingTwo the Cornac Writhing One level 17
26th Dusk 122nd year of Ascendancy at 20:13 see stats
There and back again (Insane (Adventure) difficulty)
Opened a portal to Maj'Eyal from the Far East.By WrithingTwo the Cornac Writhing One level 45
4th Regrowth 124th year of Ascendancy at 11:05 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By WrithingTwo the Cornac Writhing One level 26
19th Haze 122nd year of Ascendancy at 10:08 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By WrithingTwo the Cornac Writhing One level 16
21st Dusk 122nd year of Ascendancy at 15:20 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By WrithingTwo the Cornac Writhing One level 49
1st Dusk 124th year of Ascendancy at 06:01 see stats
Vampire crusher (Insane (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By WrithingTwo the Cornac Writhing One level 37
16th Dusk 123rd year of Ascendancy at 18:03 see stats
Log
Something hits WrithingTwo for (11 flat reduction), 0 darkness (0 total damage).
Something hits WrithingTwo for (14 flat reduction), 0 darkness (0 total damage).
WrithingTwo resists the stun!
Something steals healing from WrithingTwo!
Something hits WrithingTwo for (30 flat reduction), 19 lightning (19 total damage).
WrithingTwo is not disabled anymore.
WrithingTwo speeds up.
WrithingTwo is knocked back!
Something steals healing from WrithingTwo!
Emelodath the storm drake's arcane area effect hits WrithingTwo for (30 flat reduction), 183 arcane (183 total damage).
Bethina the orc cryomancer's cold repulsion area effect hits WrithingTwo for (30 flat reduction), 1 cold, (19 flat reduction), 0 physical (1 total damage).
Something steals healing from WrithingTwo!
WrithingTwo damages herself through Martyrdom!
Something hits WrithingTwo for (11 flat reduction), 0 darkness (0 total damage).
Something hits WrithingTwo for (9 flat reduction), 0 darkness, (4 flat reduction), 0 blight, (1 flat reduction), 0 blight (0 total damage).
Something hits WrithingTwo for (10 flat reduction), 0 darkness (0 total damage).
WrithingTwo is recovering from the damage!
WrithingTwo is knocked back!
Emelodath the storm drake's arcane area effect hits WrithingTwo for (30 flat reduction), 327 arcane (327 total damage).
Bethina the orc cryomancer's cold repulsion area effect hits WrithingTwo for (30 flat reduction), 6 cold, (25 flat reduction), 0 physical (6 total damage).
Something steals healing from WrithingTwo!
WrithingTwo damages herself through Martyrdom!
Something hits WrithingTwo for (7 flat reduction), 0 darkness, (4 flat reduction), 0 blight, (1 flat reduction), 0 blight (0 total damage).
Something hits WrithingTwo for (11 flat reduction), 0 darkness (0 total damage).
WrithingTwo is on fire!
Something hits WrithingTwo for (30 flat reduction), 139 fire (139 total damage).
Emelodath the storm drake's arcane area effect hits WrithingTwo for (30 flat reduction), 590 fire (590 total damage).
WrithingTwo the level 50 cornac writhing one was burnt to death by Emelodath the storm drake on level 1 of Vor Pride.

















































































































































