Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Combat Text v2 1.5.10Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Adventure Cool 1.5.5Makes adventurer a little more balanced with 1.3 talent trees Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 37 / 14% |
Size | medium |
Lifes / Deaths | Killed by Gunsnake at level 12 on the 4th Flare 122nd year of Ascendancy at 12:41 2 / 5Killed by ogre mauler at level 25 on the 75th Dusk 122nd year of Ascendancy at 10:26 Killed by Sleeping Xydanne at level 31 on the 67th Haze 122nd year of Ascendancy at 03:45 Killed by skeleton mage at level 31 on the 68th Haze 122nd year of Ascendancy at 05:05 Killed by The Master at level 31 on the 68th Haze 122nd year of Ascendancy at 07:02 |
Primary Stats
Strength | 39 (base 19) |
Dexterity | 25 (base 10) |
Constitution | 60 (base 20) |
Magic | 84 (base 60) |
Willpower | 12 (base 10) |
Cunning | 67 (base 58) |
Resources
Life | 1470/1470 |
Mana | 386/386 |
Insanity | 0/100 |
Healing Factor | 1.5800507772247 |
Regeneration | 20.935672798227 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 7 |
See Stealth | 42.470072216238 |
See Invisible | 42.470072216238 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 135 |
Accuracy | 66 |
Crit Chance | 30% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 30% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +52% |
Blight | +20% |
Fire | +11% |
Mind | +26% |
All | +2% |
Offense: Damage Penetration
Arcane | +25% |
Darkness | +10% |
Mind | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 42.413408721348 (70.897138898113%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 11 |
Physical Save | 33 |
Spell Save | 29 |
Mental Save | 31 |
Defense: Resistances
Darkness | + 47%( 70%) |
Acid | + 40%( 70%) |
Light | + 43%( 70%) |
Cold | + 40%( 70%) |
Mind | + 41%( 70%) |
Lightning | + 40%( 70%) |
Fire | + 46%( 70%) |
All | + 33%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Confusion Resistance | 33% |
Fear Resistance | 100% |
Poison Resistance | 80% |
Disarm Resistance | 26% |
Bleed Resistance | 100% |
Teleport Resistance | 100% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Knockback Resistance | 26% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 3 physical, 3 blight, 5 mind, 3 nature, 5 lightning |
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 520 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 64 up to 4 times. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 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 Dexterity stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 4/5 |
| 5/5 |
| 2/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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 |
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 killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | completed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Staff Mastery (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 5 of Dreadfell. Escort: lost defiler (level 5 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by giant green ant. Escort: lost defiler (level 6 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lost sun paladin (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by rogue. Escort: lost sun paladin (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 610. | 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. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed length of troll intestine. * You've found the needed faerlhing fang. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within10 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
You 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 | Shadowlore the pair of hardened leather boots (0 def, 9 armour) Shadowlore the pair of hardened leather boots (0 def, 9 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Crit.mult +15.00% Spell.pwr +10 (+2 eff.) Dmg.mod +12% darkness Res.pen +25% arcane +10% mind ----- def ----- Armour +9 Resists +10% acid +9% darkness +7% fire +10% cold +10% lightning ---------- misc Max.mana +60.00 A pair of boots made of leather. |
Light source | Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 33 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Starpain the yew wand of shielding [power 662] (27 cooldown) Starpain the yew wand of shielding [power 662] (27 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Melee Ret 4 blight ----- def ----- Resists +15% light ---------- misc Light +3 Create a shield absorbing up to 662 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 27 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | steel ring 'Yverewyn' steel ring 'Yverewyn'0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +12% mind Acc +9 (+2 eff.) Apr +9 On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Defense +9 (+4 eff.) Max.HP +80.00 HP.reg +9.00 Heal.mod +12% Disarm- +26% Pinning- +26% Knockbk- +26% ---------- misc Max.psi +30.00 Disengage: Puts all charms on 9 cooldown Level 2.0 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 117% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | Turakath the stralite ring Turakath the stralite ring0.1 T4 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +6 Cun +7 Dex dps ---------- Phys.pwr +10 (+2 eff.) Dmg.mod +12% mind Acc +35 (+9 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +12% mind Mind.save +9 (+5 eff.) Confus- +33% Rings make your fingers look great! |
Around waist | Bleakbraid the hardened leather belt Bleakbraid the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Res.pen +10% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 * 20% chance to reduce damage dealt by 18% ----- def ----- Fatigue -6% Resists +12% darkness +12% fire ---------- misc Max.enc +27 A belt that goes around your waist. |
In main hand | magewarrior's short yew starstaff of channeling (20-24 power, 4 apr, darkness element) magewarrior's short yew starstaff of channeling (20-24 power, 4 apr, darkness element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +7% Phys.pwr +7 (+2 eff.) Spell.pwr +25 (+6 eff.) Dmg.mod +20% darkness Acc +6 (+1 eff.) ---------- misc Mana/turn +0.10 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 25 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | Sundream the hardened leather gloves (0 def, 7 armour) Sundream the hardened leather gloves (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Cun +7 Dex dps ---------- Spell.crit +5% Spell.pwr +16 (+4 eff.) Dmg.mod +9% fire Acc +5 (+1 eff.) Apr +7 ----- def ----- Armour +7 Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Max.HP +54.00 ---------- misc Mana/turn +0.13 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | fortifying dwarven-steel mail armour of Eyal (3 def, 8 armour) fortifying dwarven-steel mail armour of Eyal (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +4 Str +4 Con ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Max.HP +66.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of mail. |
Cloak | cashmere cloak 'Burnmalice' (2 def, 0 armour) cashmere cloak 'Burnmalice' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +4 Wil +1 Cun +2 Con dps ---------- Melee Ret 6 fire ----- def ----- Defense +2 (+1 eff.) Crit.chn- 15.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 30 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Inventory
healing infusion of the titan (heal 162; cd 12) healing infusion of the titan (heal 162; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 162 then cleanse 1 wound, poison, and disease effect. 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 nature talent. |
movement infusion of the titan (speed 881%; cd 16) movement infusion of the titan (speed 881%; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 881% 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 Constitution 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 (198.00 temporal damage, removed from time 4 turns) Rune of the Rift (198.00 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 201.96 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. |
blink rune of the warrior (range 4; phase 15; cd 10) blink rune of the warrior (range 4; phase 15; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 68; cd 18) shatter afflictions rune of the psychic (absorb 68; cd 18)0.1 rune scroll [Ego] Arcane 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 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 68 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 230; dur 4; cd 18) shielding rune of the titan (absorb 230; dur 4; cd 18)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 230 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 319; dur 4; cd 15) shielding rune of the wizard (absorb 319; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 319 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the wizard (threshold 39; blocks 7; dur 4; cd 14) stormshield rune of the wizard (threshold 39; blocks 7; dur 4; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 39 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 82; cd 14) teleportation rune of the titan (range 82; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 82 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Aruramira the gold amulet Aruramira the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex ----- def ----- Resists +3% lightning +6% fire +6% darkness +3% light Silence- +10% Knockbk- +20% Amulets make your neck look great! |
Ce'Nagatha the Nightwarden Ce'Nagatha the Nightwarden0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +2 Wil dps ---------- Phys.pwr +7 (+2 eff.) Phys.spd +10% Dmg.mod +9% darkness +8% physical Res.pen +25% darkness ----- def ----- Resists +15% cold ---------- misc Light +2 Infravis +3 Amulets make your neck look great! |
insulating copper amulet insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
stralite amulet 'Poradawyn' stralite amulet 'Poradawyn'0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +3 Cun dps ---------- Phys.crit +2.0% Res.pen +10% physical ----- def ----- Resists +26% lightning Stun/Frz- +30% ---------- misc Equi/ret +0.12 See.Invis +24 Amulets make your neck look great! |
Earygachik the Nightglory Earygachik the Nightglory0.1 T2 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind Res.pen +15% darkness Melee Ret 6 cold On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +12% mind +12% darkness Rings make your fingers look great! |
Issivor the stralite ring Issivor the stralite ring0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Str +1 Wil dps ---------- Mind.crit +1% Phys.pwr +9 (+2 eff.) Spell.pwr +10 (+2 eff.) Mind.pwr +20 (+9 eff.) ----- def ----- Fatigue -7% HP.reg +5.00 Stun/Frz- +29% ---------- misc Max.enc +29 Max.psi +20.00 Infravis +3 Rings make your fingers look great! |
Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Scabsweep Scabsweep0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +5 Dex +1 Cun +3 Con dps ---------- Dmg.mod +12% acid +6% nature Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +24% acid ---------- misc See.Invis +6 Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +23% Rings make your fingers look great! |
marksman's copper ring marksman's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+1 eff.) Rings make your fingers look great! |
marksman's copper ring of darkness (+20%) marksman's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% darkness Acc +6 (+1 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
rogue's steel ring of clarity rogue's steel ring of clarity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Mind.save +6 (+3 eff.) Confus- +28% Rings make your fingers look great! |
savage's stralite ring of sensing savage's stralite ring of sensing0.1 T4 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Con ----- def ----- Spell.save +18 (+9 eff.) Blind- +28% ---------- misc Max.stam +26.00 Infravis +4 See.Stealth +17 See.Invis +5 Rings make your fingers look great! |
wizard's steel ring of tenacity wizard's steel ring of tenacity0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Mag ----- def ----- Spell.save +8 (+4 eff.) Max.HP +27.00 Disarm- +20% Pinning- +20% Knockbk- +24% Rings make your fingers look great! |
Cracklewind (28-39 power, 4 apr) Cracklewind (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Arcane Power 28.0 - 39.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 186 damage over 5 turns and reducing armor and accuracy by 24 While equipped: dps ---------- Dmg.mod +12% mind +3% blight Res.pen +15% mind Melee Ret 4 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +3% blight +3% lightning Blunt and deadly. |
Haloneg the iron waraxe (11-15 power, 2 apr) Haloneg the iron waraxe (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 darkness Against +6% Living While equipped: Stats +2 Str ----- def ----- Defense +5 (+2 eff.) Resists +3% acid +3% cold +5% arcane One-handed war axes. |
Falitar the rough leather belt Falitar the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Dmg.mod +6% physical ----- def ----- Armour +4 Defense +5 (+2 eff.) Max.HP +34.00 A belt that goes around your waist. |
drakeskin leather belt 'Beoduroddaldil' drakeskin leather belt 'Beoduroddaldil'1.0 T5 belt armor [Rare] Master While equipped: Stats +1 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Resists +6% acid +14% fire +8% cold Die.at -40.00 life Heal.mod +5% Confus- +20% A belt that goes around your waist. |
insulating rough leather belt insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +6% cold A belt that goes around your waist. |
Bereldir the Flaredash (6 def, 0 armour) Bereldir the Flaredash (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Wil +1 Con dps ---------- Res.pen +15% fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) ---------- misc See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Silonn the Snowsear (2 def, 9 armour) Silonn the Snowsear (2 def, 9 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% cold +15% temporal Res.pen +15% arcane On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Defense +2 (+1 eff.) Resists +39% cold Def/telep +15 Res/telep +15% Dur/telep +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Wind's Whisper (4 def, 0 armour) Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 41 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 10 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Urtharek the pair of dwarven-steel boots (0 def, 4 armour) Urtharek the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Dmg.mod +9% mind +3% blight Res.pen +12% darkness +13% temporal Melee Ret 2 arcane ----- def ----- Armour +4 Fatigue +3% Resists +16% darkness +18% temporal Def/telep +21 Res/telep +19% Dur/telep +20% ---------- misc Max.mana +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethavea the Nightoracle (0 def, 2 armour) Bethavea the Nightoracle (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Wil +3 Con dps ---------- S.pwr/crit +10 Dmg.mod +9% blight Phasing +20% ----- def ----- Armour +2 Fatigue +3% Resists +12% darkness Phys.save +17 (+8 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Disarm- +31% ---------- misc Mana/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 7 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 45.36 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
heroic drakeskin leather gloves of war-making (0 def, 8 armour) heroic drakeskin leather gloves of war-making (0 def, 8 armour)1.0 T4 hands armor [Ego++] Master While equipped: dps ---------- Phys.crit +12.0% Spell.crit +14% Mind.crit +7% Crit.mult +10.00% ----- def ----- Armour +8 Mind.save +12 (+6 eff.) Max.HP +54.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Eye of the Forest (8 def, 0 armour) Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+6 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
iron helm 'Bethywyn' (0 def, 3 armour) iron helm 'Bethywyn' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 2 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 22 ----- def ----- Armour +3 Fatigue +5% Resists +7% cold Crit.chn- 15.00% Mind.save +9 (+5 eff.) Poison- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
troll-hide reinforced leather armour of command (19 def, 12 armour) troll-hide reinforced leather armour of command (19 def, 12 armour)9.0 T4 light armor [Ego++] Nature/Psionic While equipped: Stats +4 Cun ----- def ----- Armour +12 Defense +19 (+9 eff.) Fatigue +8% Mind.save +13 (+7 eff.) Max.HP +41.00 HP.reg +5.80 Heal.mod +13% A suit of armour made of leather. |
15 agate 15 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. |
448 alchemist agate 448 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. |
3 onyx 3 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. |
7 aquamarine 7 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 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. |
8 opal 8 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Rungof's Fang 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. |
Forbidden Tome: "The Day It Came" 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? |
7 emerald 7 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. |
4 jade 4 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. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Isutira the brass lantern Isutira the brass lantern2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +18% acid Res.pen +5% acid ----- def ----- Mind.save +7 (+4 eff.) ---------- misc Psi/ret +0.08 Light +3 See.Stealth +7 See.Invis +6 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 Phial Summertide Phial1.0 T1 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.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Umbraphage Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +5 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 0). Release absorbed darkness in a 5 radius cone with a 50% chance to blind (based on lite radius), dealing 168.77 darkness damage (based on Mindpower and charge). Uses 9 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc 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. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 82 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
4 garnet 4 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. |
2 ruby 2 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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 546.72 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
innervating iron torque of clear mind [power 1] (21 cooldown) innervating iron torque of clear mind [power 1] (21 cooldown)2.0 T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to reduce fatigue by 22% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful stralite torque of clear mind [power 3] (21 cooldown) powerful stralite torque of clear mind [power 3] (21 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 21 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of summon tentacle [power 95] (21 cooldown) piercing elm totem of summon tentacle [power 95] (21 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 190 Base Damage: 95 Armor: 1 All Resist: 0 Puts all charms on 21 cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
Bethitha [power 248] (17 cooldown) Bethitha [power 248] (17 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Dex +1 Mag +5 Wil +5 Cun ---------- misc See.Invis +6 Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Urthodig the ash wand of conjuration [power 165] (13 cooldown) Urthodig the ash wand of conjuration [power 165] (13 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Fire a magical bolt dealing 183 fire damage Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of clairvoyance [power 9] (13 cooldown) extending elm wand of clairvoyance [power 9] (13 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 78 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
amber 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. |
6 ametrine 6 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. |
12 citrine 12 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. |
10 zircon 10 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. |
Achievements
By HentaiGUy the Ghoul Writhing One level 33
1st Decay 122nd year of Ascendancy at 18:00 see stats
By HentaiGUy the Ghoul Writhing One level 21
41st Dusk 122nd year of Ascendancy at 16:02 see stats
By HentaiGUy the Ghoul Writhing One level 32
68th Haze 122nd year of Ascendancy at 18:50 see stats
By HentaiGUy the Ghoul Writhing One level 32
70th Haze 122nd year of Ascendancy at 20:00 see stats
By HentaiGUy the Ghoul Writhing One level 35
6th Allure 123rd year of Ascendancy at 22:25 see stats
By HentaiGUy the Ghoul Writhing One level 22
49th Dusk 122nd year of Ascendancy at 13:03 see stats
By HentaiGUy the Ghoul Writhing One level 26
18th Haze 122nd year of Ascendancy at 13:58 see stats
By HentaiGUy the Ghoul Writhing One level 24
63rd Dusk 122nd year of Ascendancy at 10:45 see stats
By HentaiGUy the Ghoul Writhing One level 34
7th Decay 122nd year of Ascendancy at 15:41 see stats
By HentaiGUy the Ghoul Writhing One level 19
36th Dusk 122nd year of Ascendancy at 05:04 see stats
By HentaiGUy the Ghoul Writhing One level 34
7th Decay 122nd year of Ascendancy at 02:28 see stats
By HentaiGUy the Ghoul Writhing One level 21
41st Dusk 122nd year of Ascendancy at 15:15 see stats
By HentaiGUy the Ghoul Writhing One level 33
75th Haze 122nd year of Ascendancy at 11:25 see stats
By HentaiGUy the Ghoul Writhing One level 10
9th Mirth 122nd year of Ascendancy at 23:44 see stats
By HentaiGUy the Ghoul Writhing One level 20
37th Dusk 122nd year of Ascendancy at 17:39 see stats
By HentaiGUy the Ghoul Writhing One level 30
63rd Haze 122nd year of Ascendancy at 03:53 see stats
By HentaiGUy the Ghoul Writhing One level 28
59th Haze 122nd year of Ascendancy at 08:12 see stats
By HentaiGUy the Ghoul Writhing One level 18
34th Dusk 122nd year of Ascendancy at 16:41 see stats
By HentaiGUy the Ghoul Writhing One level 35
3rd Allure 123rd year of Ascendancy at 01:12 see stats
By HentaiGUy the Ghoul Writhing One level 21
41st Dusk 122nd year of Ascendancy at 16:02 see stats
By HentaiGUy the Ghoul Writhing One level 9
7th Mirth 122nd year of Ascendancy at 15:04 see stats
By HentaiGUy the Ghoul Writhing One level 21
41st Dusk 122nd year of Ascendancy at 16:02 see stats
By HentaiGUy the Ghoul Writhing One level 25
2nd Haze 122nd year of Ascendancy at 05:29 see stats
By HentaiGUy the Ghoul Writhing One level 33
3rd Decay 122nd year of Ascendancy at 22:43 see stats
By HentaiGUy the Ghoul Writhing One level 25
13rd Haze 122nd year of Ascendancy at 10:05 see stats
By HentaiGUy the Ghoul Writhing One level 29
63rd Haze 122nd year of Ascendancy at 03:47 see stats
By HentaiGUy the Ghoul Writhing One level 17
24th Dusk 122nd year of Ascendancy at 06:35 see stats
By HentaiGUy the Ghoul Writhing One level 31
68th Haze 122nd year of Ascendancy at 07:49 see stats
Log
Talent Tendrils Eruption is ready to use.
Rested for 16 turns (stop reason: all resources and life at maximum).
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HentaiGUy picks up (g.): manasurge rune of the titan (regen 1155% over 10 turns; mana 58; cd 12).
HentaiGUy picks up (D.): acidic stralite battleaxe of amnesia (45-68 power, 3 apr).
There is a Portal back to the Gates of Morning here (press '' or right click to use).
Ran for 22 turns (stop reason: at exit).
--------------------------------
You gain 2.70 gold from the transmogrification of impenetrable dwarven-steel mail armour of temporal resistance (3 def, 17 armour).
You gain 25.00 gold from the transmogrification of The Calm (15 def, 0 armour).
You gain 5.13 gold from the transmogrification of cruel elven-wood starstaff of might (25-30 power, 5 apr, physical element).
You gain 8.22 gold from the transmogrification of throat-seeking reinforced leather sling of enduring.
You gain 25.00 gold from the transmogrification of Isydherin the Winterbolt (8-8 power, 24 apr, nature damage).
You gain 1.45 gold from the transmogrification of arcing dwarven-steel longsword of massacre (28-39 power, 4 apr).
You gain 4.70 gold from the transmogrification of steady elven-wood longbow of cold.
You gain 4.78 gold from the transmogrification of stralite dagger of evisceration (31-40 power, 9 apr).
You gain 7.06 gold from the transmogrification of stormbringer's dwarven-steel battleaxe (34-51 power, 2 apr).
You gain 11.65 gold from the transmogrification of enhanced stralite battleaxe (42-63 power, 3 apr).
You gain 2.50 gold from the transmogrification of acidic stralite battleaxe of amnesia (45-68 power, 3 apr).
You gain 1.01 gold from the transmogrification of stormshield rune (threshold 58; blocks 4; dur 4; cd 14).
You gain 1.11 gold from the transmogrification of manasurge rune of the titan (regen 1155% over 10 turns; mana 58; cd 12).
You gain 2.31 gold from the transmogrification of blink rune of the titan (range 6; phase 23; cd 12).
You gain 1.00 gold from the transmogrification of wild infusion (res 18%; magical; dur 3; cd 14).
There is an exit to the worldmap here (press '' or right click to use).
You feel mildly anxious, and walk with caution.
Saving game...
Saving done.