













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Talent Point Planner 1.5.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.5.4Donators/Buyers bonus! Nekarcos's Quality of Life 05: Various (Fatal) Warnings 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Better Item Description 1.5.10This 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 Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Ashes of Urh'Rok 1.5.0Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.5.0Donators/Buyers bonus! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Doomed |
| Level / Exp | 36 / 10% |
| Size | medium |
| Lifes / Deaths | Killed by Isenn the temporal stalker at level 29 on the 26th Dusk 123rd year of Ascendancy at 09:42 5 / 2Killed by Bethoriba the ghoul at level 35 on the 9th Haze 123rd year of Ascendancy at 15:21 |
Primary Stats
| Strength | 20 (base 18) |
| Dexterity | 13 (base 10) |
| Constitution | 22 (base 10) |
| Magic | 23 (base 10) |
| Willpower | 99 (base 60) |
| Cunning | 95 (base 60) |
Resources
| Life | 946/946 |
| Hate | 45/112 |
| Equilibrium | 18 |
| Healing Factor | 1.1209606231991 |
| Regeneration | 2.0737771529183 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| See Invisible | 4.3404499272777 |
| ESP Range | 10 |
| ESP Kinds | dragon, demon/minor, demon/major, humanoid/orc |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 53 |
| Crit Chance | 30% |
| APR | 98 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 125 |
| Accuracy | 53 |
| Crit Chance | 30% |
| APR | 98 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 32% |
| Speed | 1 |
Offense: Mind
| Mindpower | 82 |
| Crit Chance | 42% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +16% |
| Darkness | +6% |
| Mind | +35% |
| All | +2% |
Offense: Damage Penetration
| Blight | +10% |
| Arcane | +10% |
| Nature | +10% |
Defense: Base
| Armour (hardiness) | 17 (30%) |
| Defense | 26 |
| Ranged Defense | 30 |
| Fatigue | 0 |
| Physical Save | 36 |
| Spell Save | 37 |
| Mental Save | 61 |
Defense: Resistances
| Blight | + 29%( 70%) |
| Arcane | 0%( 70%) |
| Mind | 0%( 70%) |
| All | 0%( 70%) |
| Darkness | + 11%( 74%) |
| Light | + 6%( 70%) |
| Temporal | 0%( 70%) |
| Cold | + 26%( 70%) |
| Physical | 0%( 70%) |
| Fire | + 9%( 70%) |
| Nature | + 48%( 70%) |
Defense: Immunities
| Pinning Resistance | 31% |
| Confusion Resistance | 25% |
| Fear Resistance | 75% |
| Poison Resistance | 10% |
| Disarm Resistance | 25% |
| Bleed Resistance | 5% |
| Stun Resistance | 36% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 47% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 17% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 526 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 772% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 19 for 9 turns. While Heroism is active, you will only die when reaching -640 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Cursed / Darkness | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Shadows | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Cursed / Punishments | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Advanced shadowmancy | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Cursed / Force of will | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
| Cursed / Cursed aura | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Cursed / Cursed form | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cursed / Gestures | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cursed / Dark sustenance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
| talent | Gesture of Pain |
| talent | Chant of Fortitude |
| talent | Deflection |
| talent | Call Shadows |
| talent | Corruption of the Doomed |
| talent | Psiblades |
| beneficial effect | A shroud of darkness seems to fall across your path. Curse of Shrouds (power 1.2)Penalty : Shroud of Weakness: Small chance of becoming enveloped in a Shroud of Weakness (reduces damage dealt by 6%) for 4 turns. Power 1+: Nightwalker: +5 Darkness Resistance, +4% Max Darkness Resistance, +4 See Invisible Power 2+: -1 Luck, +3 Constitution Power 3+: Shroud of Passing: Your form seems to fade as you move, reducing all damage taken by 10% for 1 turn after movement. Power 4+: Shroud of Death: The power of every kill seems to envelop you like a shroud, reducing all damage taken by 15% for 3 turns. |
| beneficial effect | Guarding against melee damage: Will dismiss up to 50 damage from the next 2.2 attack(s) with a 8% chance to counterattack. Guarded |
| beneficial effect | Mayhem and destruction seem to follow you. Curse of Misfortune (power 1.2)Penalty : Lost Fortune: You seem to find less gold in your journeys. Power 1+: Missed Opportunities: +2 Defense, +1 Ranged Defense Power 2+: -1 Luck, +3 Cunning Power 3+: Devious Mind: You have an affinity for seeing the devious plans of others (+35% chance to avoid traps). Power 4+: Unfortunate End: There is a 30% chance that the damage you deal will increase by 30% if the increase would be enough to kill your opponent. |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the injured seer from death by forest wight. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by skeleton archer. Escort: lone alchemist (level 3 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by Xanyriama the brown bear. Escort: lost sun paladin (level 4 of Old Forest) | failed |
Escort the lost tinker to the recall portal on level 6 of Dreadfell. Escort: lost tinker (level 6 of Dreadfell) | active |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the lost warrior from death by Glorovea the giant yellow ant. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Spellblaze Crystal. Escort: lost warrior (level 3 of Scintillating Caves) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 460. | 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. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * You've found the needed vial of squid ink. * You've found the needed pouch of faeros ash. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed warg claw. * You've found the needed electric eel tail. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed red crystal shard. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | 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 | Plaguebiter (0 def, 4 armour)3.0 T3 feet armor [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Cun +3 Con dps ---------- Mind.crit +1% Mind.pwr +8 (+2 eff.) Mov.spd +10% Res.pen +10% nature ----- def ----- Armour +4 Fatigue -2% Phys.save +22 (+9 eff.) Spell.save +8 (+3 eff.) Mind.save +17 (+4 eff.) Max.HP +38.00 ---------- misc Stam/turn +0.40 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Emowe'1.0 T3 lite [Rare] Nature While equipped: Stats +4 Cun dps ---------- Mind.crit +4% Dmg.mod +9% mind ----- def ----- Resists +6% cold Max.HP +47.00 Heal/summ +30 ---------- misc Max.hate +4.00 Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+3 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 3.0 Pwr.cost 18 out of 1/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your target, causing one of several possible fears that lasts for 8 turns. There is also a 25% chance of instilling fear in any foe in a radius of 2. The target can save versus Mindpower to resist the effect, and can be affected by multiple fears. You gain 2 new fears: The Paranoid effect gives the target an 40% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. The Despair effect reduces the target's resistance to all damage by 31%. Fear effects improve with your Mindpower. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and it's hollow eye sockets seem to stare back into you. |
| On hands | Stokeserpent the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: Stats +1 Str +2 Wil +3 Con dps ---------- Melee+ 7 darkness Dmg.mod +4% darkness ----- def ----- Armour +1 Resists +6% darkness +9% fire ---------- misc Light +2 Telepathy Demon/Minor Demon/Major Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+2 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 19 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 50% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
| On fingers | Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +14% nature ----- def ----- Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +28% nature +6% light Crit.dmg- 5.00% Max.HP +31.00 Poison- +10% Cut- +5% Disarm- +25% Pinning- +31% Knockbk- +32% Can be unequipped or rerolled. 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? |
| On fingers | Daguyon the gold ring =hate crit=0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +6 Wil +2 Cun dps ---------- Spell.pwr +8 (+4 eff.) Melee+ 9 bleed Ranged+ 8 bleed Res.pen +10% blight +10% arcane On Hit (Melee): * 15% chance to cause random gloom On Hit (Ranged): * 13% chance to cause random gloom ----- def ----- Resists +9% blight HP.reg +1.60 Stun/Frz- +21% ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
| Around neck | Mamarek the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Crit.mult +12.00% Mind.pwr +6 (+1 eff.) Dmg.mod +24% mind Acc +6 (+6 eff.) Apr +12 ---------- misc Equi/ret +0.08 Amulets can have magical properties. |
| In main hand | gifted living mindstar (Shrouds) (113% power, 76 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 113% Range: 1.1x Uses 93% Wil, 56% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +76 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +32 (+7 eff.) Curse of Shrouds Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
| In off hand | gifted living mindstar of balance (Misfortune) (116% power, 76 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego] Nature Power 116% Range: 1.1x Uses 93% Wil, 56% Cun Dmg Mind Mastery Psiblades Acc uses Wil Apr +76 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +30 (+6 eff.) ----- def ----- Phys.save +8 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +6 (+1 eff.) ---------- misc Equi/ret +1.50 Curse of Misfortune 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. |
| Cloak | Emuba the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Str +2 Dex +4 Mag +5 Wil +5 Con dps ---------- Spell.crit +6% ----- def ----- Defense +2 (+1 eff.) Phys.save +9 (+4 eff.) Max.HP +114.00 ---------- misc Telepathy Dragon Humanoid/Orc A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
healing infusion of the psychic (heal 305)0.1 T1 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 instantly heal yourself for 305 and cleanse 1 wound and 1 poison effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the sneak (heal 283)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 283 and cleanse 1 wound and 1 poison effect. 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 ability. |
heroism infusion of the sneak (+17 for 9 turns, die at -782)0.1 T3 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase three of your primary stats by 17 for 9 turns. While Heroism is active, you will only die when reaching -782 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (26 nature damage, 35% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 23 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 26.35 nature damage per turn for 7 turns, and reducing the target's healing received by 35%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the duelist (30 nature damage, 48% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 29.66 nature damage per turn for 7 turns, and reducing the target's healing received by 48%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
insidious poison infusion of the wizard (32 nature damage, 28% healing reduction)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to spit a bolt of poison doing 31.98 nature damage per turn for 7 turns, and reducing the target's healing received by 28%. The sudden stream of natural forces also strips you of one random detrimental magical effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the psychic (699% speed; 6 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 699% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (585% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 585% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
movement infusion of the sneak (757% speed; 5 turns)0.1 T2 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 757% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the duelist (heal 309 over 5 turns)0.1 T1 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 309 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 501 over 5 turns)0.1 T1 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 501 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 468 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 468 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 24%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 24% for 7 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the psychic (resist 23%; cure physical)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 23% for 5 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
wild infusion of the sneak (resist 28%; cure mental)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 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 cure yourself of one random mental effect and reduce all damage taken by 28% for 6 turns. Also removes cross-tier effects of the affected types for free. 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 ability. |
Rune of the Rift (546.00 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 556.92 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 ability. |
shielding rune of the warrior (absorb 433 for 5 turns)0.1 T2 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 433 damage for 5 turns. 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 ability. |
Adassra the Dimweeper0.1 T3 amulet jewelry [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.pwr +10 (+2 eff.) Dmg.mod +12% darkness Res.pen +20% darkness +5% mind Melee Ret 12 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +15% mind Mind.save +11 (+2 eff.) Confus- +19% Amulets can have magical properties. |
Belivea0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Mind.crit +2% Dmg.mod +6% mind ----- def ----- Resists +5% arcane +6% physical Mind.save +20 (+5 eff.) ---------- misc Stam/turn +0.30 Hate/m.crit +4.00 Amulets can have magical properties. |
Bokenarihor0.1 T2 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Phys.crit +1.0% Mind.pwr +7 (+2 eff.) Res.pen +15% temporal ----- def ----- Armour +6 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +12% temporal Phys.save +30 (+11 eff.) Mind.save +7 (+1 eff.) Confus- +12% Amulets can have magical properties. |
Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+2 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+8 eff.) Confus- -100% Inner Demons: Level 4.0 Pwr.cost 30 out of 30/30. Range 7 Travel.spd instantaneous Is a mind power Description: Brings the target's inner demons to the surface. Each turn, for 10 turns, there's a 25% chance that a demon will surface, requiring the target to make a Mental Save to keep it from manifesting. If the target is sleeping, the chance to save will be halved, and fear immunity will be ignored. Otherwise, if the summoning is resisted, the effect will end early. The summon chance will scale with your Mindpower and the demon's life will scale with the target's rank. A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
gold amulet 'Emamira'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Wil +4 Cun +2 Con dps ---------- Spell.pwr +10 (+5 eff.) S.pwr/crit +8 Dmg.mod +9% arcane ---------- misc Light +3 Amulets can have magical properties. |
starlit gold amulet of willpower (+5)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil ----- def ----- Resists +15% light +17% darkness Blind- +28% Amulets can have magical properties. |
Aerorarin the Chargerip0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Str +2 Wil +4 Cun ----- def ----- Resists +12% lightning Crit.dmg- 10.00% Mind.save +7 (+1 eff.) Confus- +22% ---------- misc Telepathy Humanoid/Orc Rings can have magical properties. |
Demonbright the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +21% mind +9% darkness Res.pen +25% darkness +15% mind Melee Ret 4 darkness On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Resists +9% darkness +24% fire Rings can have magical properties. |
Islona the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +5 Wil dps ---------- Res.pen +10% blight +20% mind ----- def ----- Mind.save +18 (+4 eff.) Blind- +29% ---------- misc Max.psi +50.00 Infravis +4 See.Stealth +16 See.Invis +11 Rings can have magical properties. |
Radianceglamour the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +3% arcane Melee Ret 8 arcane ----- def ----- Resists +5% blight +6% nature +5% arcane Mind.save +10 (+2 eff.) Max.HP +24.00 Poison- +10% Disease- +12% Disarm- +20% Pinning- +24% Knockbk- +22% Rings can have magical properties. |
gold ring 'Sparkgash'0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Phys.crit +1.0% Mind.pwr +7 (+2 eff.) Melee Ret 8 lightning ----- def ----- Phys.save +10 (+5 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Max.HP +25.00 Heal.mod +20% Disarm- +23% Pinning- +31% Knockbk- +23% Rings can have magical properties. |
gold ring of blinding strikes0.1 T3 ring jewelry [Ego+] Arcane While equipped: dps ---------- Melee+ 27 light Ranged+ 33 light On Hit (Melee): * 15% chance to blind On Hit (Ranged): * 16% chance to blind Rings can have magical properties. |
psionicist's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) Mind.pwr +6 (+1 eff.) ----- def ----- Mind.save +6 (+1 eff.) Rings can have magical properties. |
rogue's gold ring of tenacity0.1 T3 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Max.HP +20.00 Disarm- +26% Pinning- +28% Knockbk- +30% Rings can have magical properties. |
steel ring 'Alilen'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +8 Cun ----- def ----- Mind.save +6 (+1 eff.) Max.HP +23.00 Disarm- +26% Pinning- +22% Knockbk- +29% ---------- misc Psi/ret +0.08 Max.hate +4.00 Max.psi +20.00 Rings can have magical properties. |
Midig (Misfortune)4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Random Unique] Arcane/Master Acc+ +0.2% crit / acc Atk.spd 143% Range +10 Proj.spd +200% Ranged+ +12 cold On Hit: 10% Arcane Vortex 3 While equipped: Stats +2 Str +2 Dex +6 Mag +3 Con dps ---------- Phys.pwr +4 (+2 eff.) Spell.pwr +9 (+5 eff.) Dmg.mod +15% arcane +17% cold ----- def ----- Heal.mod +5% ---------- misc Max.stam +5.00 Curse of Misfortune Longbows are used to shoot arrows at your foes. |
yew longbow 'Fulirab' (Nightmares)4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Random Unique] Disrupt/Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Hit: * 20 arcane resource burn While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +12 (+3 eff.) Dmg.mod +38% physical Res.pen +17% physical On Hit (Ranged): * 15 arcane resource burn ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +3% fire Teleport- +10% ---------- misc Cooldown Fragmentation Shot -2 Pin Down -1 Masteries +0.15 Wild-gift/Antimagic Curse of Nightmares Longbows are used to shoot arrows at your foes. |
Isudhelle (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +5 Wil +3 Con dps ---------- Spell.crit +4% Dmg.mod +12% blight Res.pen +10% blight Melee Ret 8 arcane ----- def ----- Defense +2 (+1 eff.) Spell.save +9 (+4 eff.) ---------- misc Mana/s.crit +5.00 Max.vim +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cinderfeet (3 def, 5 armour)2.0 T4 feet armor [Unique] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +18% fire ----- def ----- Armour +5 Defense +3 (+2 eff.) Fatigue +6% Resists +20% cold ---------- misc Light +2 Each step you take leaves a burning trail behind you lasting 5 turns that deals 26 fire damage (based on Spellpower) to foes who enter it. A cautionary tale tells of the ancient warlock by the name of Caim, who fancied himself daily walks through Goedalath, both to test himself and the harsh demonic wastes. He was careful to never bring anything back with him, lest it provide a beacon for the demons to find him. Unfortunately, over time, his sandals drenched in the soot and ashes of the fearscape and the fire followed his footsteps outside, drawing in the conclusion of his grim fate. |
Emelarin (2 def, 0 armour)2.0 T3 head armor [Random Unique] Psionic While equipped: Stats +8 Cun +8 Wil dps ---------- Mind.crit +2% Mind.pwr +12 (+3 eff.) Dmg.mod +9% mind ----- def ----- Defense +2 (+1 eff.) Resists +13% mind Phys.save +7 (+4 eff.) Spell.save +20 (+7 eff.) Mind.save +27 (+6 eff.) ---------- misc Mana/turn +0.08 Max.psi +16.00 A pointy cloth hat, very wizardly... |
2 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. |
296 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. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
2 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. |
2 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 (+1 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Delyruihad the voratun pickaxe (dig speed 20 turns)3.0 T5 digger tool [Rare] Nature While equipped: Stats +7 Str dps ---------- Dmg.mod +7% nature ----- def ----- Armour +8 Resists +15% nature +2% physical Die.at -80.00 life Max.HP +20.00 ---------- misc Stam/turn +0.60 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glaretorrent (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +6% light +3% mind Res.pen +10% mind ----- def ----- Resists +12% mind +3% light ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
voratun pickaxe of the Iron Throne (dig speed 13 turns)3.0 T5 digger tool [Ego+] Master While equipped: Stats +3 Str ----- def ----- Max.HP +28.00 ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë =keep=2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
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. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Heart of Poosh =keep=5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
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. |
2 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. |
2 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
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. |
4 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. |
3 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. |
citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Goth Elf the Doomelf Doomed level 8
9th Dusk 122nd year of Ascendancy at 01:56 see stats
Don't Poosh it! (Insane (Adventure) difficulty)
Killed Kelad in the lost land of Poosh.By Goth Elf the Doomelf Doomed level 33
76th Dusk 123rd year of Ascendancy at 12:45 see stats
Dragon's Greed (Insane (Adventure) difficulty)
Amassed 8000 gold pieces.By Goth Elf the Doomelf Doomed level 32
58th Dusk 123rd year of Ascendancy at 19:48 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Goth Elf the Doomelf Doomed level 22
53rd Regrowth 123rd year of Ascendancy at 02:30 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Goth Elf the Doomelf Doomed level 21
39th Regrowth 123rd year of Ascendancy at 20:13 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Goth Elf the Doomelf Doomed level 31
57th Dusk 123rd year of Ascendancy at 01:08 see stats
Fear me not! (Insane (Adventure) difficulty)
Survived the Fearscape!By Goth Elf the Doomelf Doomed level 34
3rd Haze 123rd year of Ascendancy at 19:37 see stats
Hell has no fury like a demon scorned! (Insane (Adventure) difficulty)
Escaped the Searing Halls.By Goth Elf the Doomelf Doomed level 5
78th Pyre 122nd year of Ascendancy at 17:28 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 Goth Elf the Doomelf Doomed level 28
34th Pyre 123rd year of Ascendancy at 13:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Goth Elf the Doomelf Doomed level 10
33rd Dusk 122nd year of Ascendancy at 03:11 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Goth Elf the Doomelf Doomed level 20
2nd Regrowth 123rd year of Ascendancy at 12:22 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Goth Elf the Doomelf Doomed level 30
26th Dusk 123rd year of Ascendancy at 19:44 see stats
Once bitten, twice shy (Insane (Adventure) difficulty)
Escaped the Anteroom of Agony.By Goth Elf the Doomelf Doomed level 27
73rd Regrowth 123rd year of Ascendancy at 23:07 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Goth Elf the Doomelf Doomed level 18
39th Haze 122nd year of Ascendancy at 00:58 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Goth Elf the Doomelf Doomed level 22
51st Regrowth 123rd year of Ascendancy at 15:21 see stats
That was close (Insane (Adventure) difficulty)
Killed your target while having only 1 life left.By Goth Elf the Doomelf Doomed level 24
67th Regrowth 123rd year of Ascendancy at 09:33 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Goth Elf the Doomelf Doomed level 9
29th Dusk 122nd year of Ascendancy at 19:11 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Goth Elf the Doomelf Doomed level 9
18th Dusk 122nd year of Ascendancy at 02:03 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Goth Elf the Doomelf Doomed level 22
52nd Regrowth 123rd year of Ascendancy at 21:18 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Goth Elf the Doomelf Doomed level 15
53rd Dusk 122nd year of Ascendancy at 11:21 see stats
Log
You gain 2.00 gold from the transmogrification of shielding rune of the duelist (absorb 206 for 6 turns).
You gain 1.15 gold from the transmogrification of shielding rune (absorb 53 for 7 turns).
You gain 1.41 gold from the transmogrification of shielding rune (absorb 137 for 5 turns).
You gain 3.35 gold from the transmogrification of invisibility rune of the duelist (power 12 for 6 turns).
You gain 1.64 gold from the transmogrification of heat beam rune (132 fire damage).
You gain 3.25 gold from the transmogrification of controlled phase door rune (range 5).
You gain 1.83 gold from the transmogrification of biting gale rune of the psychic (167 cold damage; freeze 3 turns with power 65).
You gain 1.89 gold from the transmogrification of biting gale rune of the duelist (74 cold damage; freeze 3 turns with power 28).
You gain 2.12 gold from the transmogrification of acid wave rune of the wizard (133 acid damage; disarm 5 turns with power 34).
You gain 1.87 gold from the transmogrification of acid wave rune of the duelist (69 acid damage; disarm 5 turns with power 28).
You gain 1.16 gold from the transmogrification of sun infusion of the warrior (rad 8; power 34; turns 4; dispels darkness).
You gain 1.13 gold from the transmogrification of sun infusion of the duelist (rad 7; power 28; turns 4; dispels darkness).
You gain 0.65 gold from the transmogrification of sun infusion (rad 9; power 20; turns 3; dispels darkness).
You gain 0.74 gold from the transmogrification of regeneration infusion (heal 82 over 5 turns).
You gain 1.10 gold from the transmogrification of regeneration infusion (heal 201 over 5 turns).
You gain 1.08 gold from the transmogrification of regeneration infusion (heal 195 over 5 turns).
You gain 2.55 gold from the transmogrification of insidious poison infusion of the sneak (63 nature damage, 20% healing reduction).
You gain 2.51 gold from the transmogrification of insidious poison infusion of the duelist (33 nature damage, 30% healing reduction).
You gain 1.90 gold from the transmogrification of insidious poison infusion (23 nature damage, 41% healing reduction).
You gain 5.00 gold from the transmogrification of heroism infusion (+6 for 9 turns, die at -210).
You gain 0.63 gold from the transmogrification of healing infusion (heal 46).
There is a previous level here (press '' or right click to use).
Accepted quest ''! (Press 'j' to see the quest log)
You feel mildly anxious, and walk with caution.
Goth Elf deactivates Gesture of Pain.
Goth Elf deactivates Call Shadows.
Goth Elf deactivates Chant of Fortitude.
Goth Elf deactivates Deflection.
Goth Elf deactivates Corruption of the Doomed.
Goth Elf deactivates Psiblades.









































































































