









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Experience Controller 1.7.4
Experience Controller is an addon that lets you change the amount of experience you receive upon killing foes. You can enable/disable it realtime and it will work from the next kill onward. It also works for arena and infinite dungeon alike. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS.
How to enable/disable or configure this addon:
Modes functionality:
---
Update v4.0.1 * Fixed a few typos and minor logging issues
Update v4.0 * Compatible with TOME v1.7.4 * Added multiple customization possibilities in-game and reworked functionality of all the addon Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Exponential Leveling 1.7.4Exponential Leveling is an addon that changes the amount of points (stats, class, ..) and optionally resources (hp/stamina/mana/regen..) you gain upon EACH level up. Being fully configurable, it can also be used to make the game easier as you wish to. THIS DOES NOT DISABLE IN-GAME AND STEAM ACHIEVEMENTS. How to use this addon: - Download and install, of course. Check if the addon is ACTIVATED. If you have another addon that superload/overload player.lua, it might conflict. - Start a New Game. - Under Options > Gameplay, you can enable or disable the addon. This will work from the next levelup. It cannot be used retroactively. - You can also change mode of operating (Default is balanced) and optional modes of operation (Also increase resources, life, etc on levelup) or be left as is. Operating Modes: - Balanced -> Gives extra points in a fair way depending on your difficulty (Nightmare, Insane and Madness) - Extra Points -> Gives many more points than vanilla in any difficulty - Cheatish -> Gives way more points than you'll ever need - Only Life -> Does NOT change how many points you gain on levelup, but provide some extra MAX HP on levelup. How much per level can be configured under the options. Optional Modes (These work alongside Operating Modes): - None -> Nothing else than what chosen under Operating Modes - All Resources -> Increase stamina, mana, hate, vim, etc (MAX and regen) upon levelup. How much per level can be configured under the options. - MAX HP -> Increase only MAX HP and not all resources upon levelup. How much per level can be configured under the options. Stacks with Only Life if you want to. POINTS COMPARISON (Example: Cornac Rogue at lv50): STATS | TALENTS | GENERIC | CATEGORY | PRODIGIES | MAX HP | STAMINA VANILLA | 160 | 70 | 49 | 4 | 2 | 958 | 247 BALANCED NIGHTMARE | 181 | 127 | 101 | 9 | 5 | 958 | 247 BALANCED INSANE | 217 | 145 | 119 | 12 | 8 | 958 | 247 BALANCED MADNESS | 269 | 166 | 140 | 20 | 17 | 958 | 247 EXTRA POINTS | 212 | 171 | 150 | 14 | 17 | 958 | 247 CHEATISH | 1140 | 560 | 539 | 102 | 202 | 958 | 247 ONLY LIFE | 160 | 70 | 49 | 4 | 2 | 1252+ | 247 + ALL RESOURCES | - | - | - | - | - | 1252+ | 396+ All resources ALSO gives, by a small amount, resources regeneration like: mana, stamina, vim, positive/negative, hate (per kill, not passively generated), psi and reduces equilibrium (by a small amount) every turn even in combat. Update v4.0.3
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Roguelike |
Sex | Male |
Race | Yeek |
Class | Writhing One |
Level / Exp | 50 / 6933% |
Size | medium |
Lifes / Deaths | Killed by Layunn the orc pyromancer at level 50 on the 30th Pyre 123rd year of Ascendancy at 12:39 / 1 |
Primary Stats
Strength | 124 (base 60) |
Dexterity | 61 (base 60) |
Constitution | 68 (base 60) |
Magic | 84 (base 60) |
Willpower | 74 (base 60) |
Cunning | 107 (base 60) |
Resources
Life | 64053/64053 |
Positive | 7625/7625 |
Insanity | 59/100 |
Healing Factor | 1.6681295749341 |
Regeneration | 1274.7846211647 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +55.53917199996% |
Spell | 0% |
Global | +150.34105034285% |
Vision
Sight | 10 |
Lite | 21.736628541876 |
Infravision | 17.722902093797 |
See Stealth | 101.40340515756 |
See Invisible | 121.40340515756 |
Offense: Mainhand
Damage | 108 |
Accuracy | 78 |
Crit Chance | 80% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 85 |
Crit Chance | 80% |
Speed | 1 |
Offense: Mind
Mindpower | 76 |
Crit Chance | 44% |
Speed | 1 |
Offense: Damage Bonus
Mind | +15% |
Lightning | +69% |
Light | +40% |
Darkness | +80% |
Blight | +20% |
Physical | +35% |
Fire | +40% |
All | 0% |
Offense: Damage Penetration
Physical | +49% |
Darkness | +87% |
Temporal | +65% |
All | +25% |
Defense: Base
Armour (hardiness) | 45 (100%) |
Defense | 71 |
Ranged Defense | 71 |
Fatigue | 0 |
Physical Save | 54 |
Spell Save | 50 |
Mental Save | 82 |
Defense: Resistances
Acid | + 70%( 70%) |
Blight | + 70%( 70%) |
Cold | + 66%( 70%) |
All | + 57%( 70%) |
Darkness | + 70%( 70%) |
Light | + 51%( 70%) |
Temporal | + 70%( 70%) |
Lightning | + 65%( 70%) |
Fire | + 69%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Stun Resistance | 87% |
Silence Resistance | 100% |
Instadeath Resistance | 100% |
Confusion Resistance | 100% |
Inscriptions (3/3)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
Infusions | Effective talent level: 2.5 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 2.5 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Path of horror | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Friend of the worm | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Horrific body | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Controlled horrors | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Slow death | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Race / Parasite | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.20 |
| 4/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Demented / Beyond sanity | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortitude |
talent | Through The Crowd |
talent | Chaos Orbs |
talent | Aether Permeation |
beneficial effect | Increases physical save, spell save, and mental save by 20. Global speed increased by 6%. Through The Crowd |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | Linked to their horror ally gaining 32% 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 |
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 have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You failed to protect the injured seer from death by Betythra the giant green ant. Escort: injured seer (level 1 of Old Forest) | failed |
You failed to protect the injured seer from death by Adyssra the brown bear. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lost defiler from death by skeleton warrior. Escort: lost defiler (level 7 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Glora the xorn. Escort: lost sun paladin (level 1 of Daikara) | failed |
You failed to protect the lost sun paladin from death by emperor wight. Escort: lost sun paladin (level 3 of Dreadfell) | failed |
You failed to protect the lost sun paladin from death by Betanne the wolf. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You failed to protect the lost warrior from death by Adita the ghoul. Escort: lost warrior (level 8 of Dreadfell) | failed |
You failed to protect the repented thief from death by Voruwe the stone troll. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor) | 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. | active |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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: 2097. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed vampire lord fang. * You've found the needed honey tree root. | active |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have killed both Ukllmswwik and Slasul, betraying them both. | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * You have destroyed Gorbat. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | 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 | ![]() 2.0 T5 feet armor [Ego++] Arcane/Psionic While equipped: Stats +6 Con +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Res.pen +9% physical ----- def ----- Armour +5 Silence- +41% Confus- +44% Stun/Frz- +34% Blindside: Puts all charms on 14 cooldown Level 2.5 Pwr.cost 14 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 46% (at 0 Hate) to 155% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 32 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Ego+] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Melee Ret 22 fire ----- def ----- Resists +11% blight +8% fire +10% darkness ---------- misc Light +4 Infravis +5 See.Invis +11 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 16 cooldown Level 2.5 Pwr.cost 16 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 40 blight damage or heals 50 life. Creatures standing in the retch also have 20% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 3.0 T5 digger tool [Random Unique] Master While equipped: Stats +3 Str +3 Dex +9 Cun dps ---------- Res.pen +10% darkness Acc +10 (+3 eff.) Melee Ret 8 cold ----- def ----- Crit.chn- 18.61% Max.HP +75.00 ---------- misc Max.stam +57.00 Light +4 Infravis +6 See.Invis +9 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+2 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 3.5 Pwr.cost 27 out of 50/50. Range 8 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 4 turns and hitting it with all your weapons for 180% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +6 Str +8 Wil +12 Cun dps ---------- Dmg.mod +15% mind Melee Ret 6 mind ----- def ----- Resists +18% nature +21% fire Mind.save +16 (+3 eff.) ---------- misc Infravis +4 Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +8 Mag dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +5 (+1 eff.) ---------- misc Mana/turn +0.36 Max.mana +35.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Nature/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +4 Mag +7 Con dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +12 (+2 eff.) Spell.pwr +35 (+7 eff.) Dmg.mod +30% lightning Res.pen +15% darkness +40% temporal Acc +15 (+4 eff.) Melee Ret 4 darkness ----- def ----- Defense +14 (+4 eff.) HP.reg +2.00 Heal.mod +30% ---------- misc Light +5 Infravis +3 Talents +1 Command Staff Illuminate: Puts all charms on 4 cooldown Level 3.5 Pwr.cost 4 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 8 that illuminates the area and deals 271.14 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Unarmed combat: Power 36.0 - 50.4 Physical Uses 50% Mag, 40% Str, 40% Wil 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 83% Melee+ +20 arcane On Hit: 10% Displacement Shield 3 On Hit: 15% Wave of Power 1 Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Main armor | ![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.crit +13% Mind.crit +4% Spell.pwr +24 (+5 eff.) Mind.pwr +9 (+2 eff.) Dmg.mod +25% darkness +25% physical Res.pen +17% darkness +15% physical ----- def ----- Resists +13% all ---------- misc Mana/turn +0.30 Max.mana +88.00 Max.hate +12.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T5 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +25% darkness +39% lightning Res.pen +20% darkness On Hit (Melee): * 27% chance to slow global speed by 70% ----- def ----- Defense +3 (+1 eff.) Resists +21% acid +20% temporal +24% darkness +21% cold +12% nature +18% lightning Stealth +25 ---------- misc Light +4 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +19% lightning +15% acid Res.pen +20% lightning ----- def ----- Resists +7% blight +6% nature +26% lightning Phys.save +12 (+4 eff.) Spell.save +9 (+3 eff.) Mind.save +8 (+1 eff.) Poison- +14% Disease- +14% Rings make your fingers look great! |
![]() 1.0 T5 dagger 1H weapon [Ego] Master Power 54.5 - 70.9 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: dps ---------- Acc +11 (+3 eff.) ----- def ----- Defense +12 (+3 eff.) Disarm- +47% Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon [Ego+] Arcane Power 38.0 - 49.4 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +16 blight On Hit: * 24% chance to reduce strength, dexterity, and constitution by 36 * Create an explosion dealing 132 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +25% acid Res.pen +18% acid Sharp, short and deadly. |
![]() 1.0 T4 dagger 1H weapon [Ego+] Master/Psionic Power 30.0 - 39.0 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% Melee+ +13 darkness Against +17% Living While equipped: dps ---------- Phys.crit +10.0% Crit.mult +30.00% Apr +13 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego+] Nature/Master Power 18.0 - 23.4 Physical Uses 40% Wil, 50% Dex, 50% Mag 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +13 nature While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Acc +17 (+4 eff.) Sharp, short and deadly. |
![]() 5.0 T5 greatmaul 2H weapon [Rare] Arcane Power 71.5 - 107.2 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +28 light Against +35% Undead On Hit: * 25% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +9 Mag dps ---------- S.pwr/crit +12 Dmg.mod +15% mind +15% fire ---------- misc Mana/turn +0.20 Max.mana +124.10 Massive two-handed mauls. |
![]() 3.0 T4 greatsword 2H weapon [Ego+] Arcane/Master Power 48.0 - 76.8 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +33 Crit +4.5% Atk.spd 100% Phasing +26% While equipped: Stats +7 Con dps ---------- Phys.pwr +19 (+3 eff.) Res.pen +13% physical ----- def ----- Disarm- +36% Massive two-handed swords. |
![]() 4.0 T5 longbow 2H weapon Reqs Shoot [Random Unique] Nature/Disrupt Power 0.0 - 0.0 Physical Uses 40% Wil, 50% Mag Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +29 nature On Crit.r2 +68 lightning +36 cold On Crit: * silences the target While equipped: Stats +21 Con +23 Wil dps ---------- Mov.spd +69% Res.pen +38% lightning +24% cold +21% nature +10% light ----- def ----- Armour +4 Resists +33% acid Crit.chn- 18.61% Max.HP +165.00 Longbows are used to shoot arrows at your foes. |
![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane/Master Power 44.5 - 62.3 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 221 damage over 5 turns and reducing armor and accuracy by 28 While equipped: Stats +7 Dex dps ---------- Phys.spd +10% Dmg.mod +18% blight Res.pen +15% blight +20% mind +14% all Acc +46 (+10 eff.) Apr +13 Melee Ret 4 blight On Hit (Melee): * 25% chance to reduce all saves and defense by 41 ---------- misc Light +2 Blunt and deadly. |
![]() 3.0 T5 mindstar 1H weapon [Ego] Nature/Psionic Power 17.5 - 19.2 Nature Uses 90% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Melee+ 14 mind 13 darkness Dmg.mod +9% mind +4% darkness ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Max.psi +44.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +8 Mag +6 Wil dps ---------- Phys.crit +10.0% Spell.crit +12% Phys.pwr +15 (+3 eff.) Spell.pwr +50 (+10 eff.) S.pwr/crit +10 Dmg.mod +30% lightning +3% nature +3% blight Acc +14 (+3 eff.) Melee Ret 10 blight On Hit (Melee): * 23% chance to slow global speed by 70% ---------- misc Max.mana +170.00 Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 108.46 to 130.15 lightning damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 150% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+6 eff.) Dmg.mod +35% arcane ----- def ----- Mind.save +8 (+1 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T5 staff 2H weapon [Ego] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +28% Crit.mult +18.00% Spell.pwr +15 (+3 eff.) Dmg.mod +30% darkness ----- def ----- Phys.save +14 (+4 eff.) Spell.save +14 (+4 eff.) Mind.save +15 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Rare] Arcane Power 25.0 - 30.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +17% Spell.pwr +12 (+3 eff.) Dmg.mod +27% cold +25% darkness +20% temporal Res.pen +34% darkness +20% cold ----- def ----- Resists +9% darkness +3% physical Phys.save +9 (+3 eff.) Anom.red +15 ---------- misc Max.P.En +25.00 Max.N.En +25.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +30% blight ----- def ----- Armour +11 Defense +11 (+3 eff.) ---------- misc Wards +3 blight Talents +4 Ward +1 Command Staff On Spell Hit: 10% Flame 5 Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 2H weapon [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +14 Mag +14 Wil +20 Cun dps ---------- Spell.crit +5% Crit.mult +36.00% Spell.pwr +25 (+5 eff.) S.pwr/crit +9 Melee+ 32 fire Dmg.mod +30% darkness ---------- misc See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 130% Mag, 40% Wil Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +9% Phys.pwr +13 (+2 eff.) Spell.pwr +24 (+5 eff.) Dmg.mod +30% blight Acc +15 (+4 eff.) ----- def ----- Resists +15% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 2.0 T4 cloak armor [Unique] Arcane While equipped: Stats +8 Mag dps ---------- Spell.crit +6% S.pwr/crit +5 Dmg.mod +15% arcane +15% darkness ----- def ----- Defense +10 (+3 eff.) Resists +12% arcane +12% darkness Shield.dur +1 Shield.pwr +15% ---------- misc Masteries +0.10 Spell/Aether +0.20 Spell/Arcane +0.20 Spell/Nightfall Damage shields have +1 duration and +15% power Aether Breach: Level 3.5 Pwr.cost 15 out of 28/28. Range 7 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: Rupture reality to temporarily open a passage to the aether, triggering 4 random arcane explosions in the target area. Each explosion does 163.46 arcane damage in radius 2, and will each trigger at one turn intervals. Subsequent casts will stack but the explosions will still only occur once per turn and will be centered at the last area targeted. The damage will increase with your Spellpower. This cloak waves and bends with shimmering light, reflecting the depths of space and the heart of the Aether. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+4 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+4 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: dps ---------- Dmg.mod +21% acid +21% physical +18% fire +18% cold ----- def ----- Resists +11% lightning +10% darkness +28% fire +13% all +18% acid +17% physical +9% blight +28% cold +11% light Phys.save +18 (+6 eff.) Spell.save +34 (+11 eff.) Mind.save +15 (+3 eff.) ---------- misc Cooldown Refit Golem -6 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T4 cloth armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.crit +5% Spell.pwr +20 (+4 eff.) Dmg.mod +9% temporal +15% arcane +13% all ----- def ----- Resists +13% all ---------- misc Max.mana +46.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 1.0 T4 hands armor [Ego++] Arcane/Psionic While equipped: Stats +6 Cun dps ---------- Spell.crit +9% Spell.pwr +16 (+4 eff.) Acc +14 (+3 eff.) ----- def ----- Armour +3 Resists +15% darkness ---------- misc Mana/turn +0.21 Infravis +4 Unarmed combat: Power 26.0 - 28.6 Physical Uses 50% Mag, 40% Cun, 40% Wil 40% Str, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +5 Crit +17.0% Atk.spd 100% Melee+ +24 darkness +19 arcane On Hit: 10% Elemental Bolt 5 On Crit: 10% Dominate 5 Track: Puts all charms on 8 cooldown Level 5.2 Pwr.cost 8 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 35 for 8 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+2 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T5 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +7 Str +10 Wil ----- def ----- Armour +5 Fatigue +5% Resists +12% blight Mind.save +13 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Psionic While equipped: Stats +12 Cun +8 Wil ----- def ----- Armour +16 Defense +16 (+4 eff.) Fatigue +12% Mind.save +38 (+7 eff.) A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +9 Wil dps ---------- Dmg.mod +24% lightning +9% light +15% mind Melee Ret 8 mind 12 lightning ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +26% blight +26% darkness +12% lightning Mind.save +18 (+3 eff.) ---------- misc Light +2 A suit of armour made of mail. |
![]() 9.0 T1 light armor [Ego+] Arcane While equipped: Stats +4 Str +4 Mag +5 Wil dps ---------- Phys.crit +6.0% Spell.crit +5% Mind.crit +5% Phys.pwr +13 (+2 eff.) Spell.pwr +13 (+3 eff.) Mind.pwr +12 (+3 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +12% lightning +12% light +12% darkness A suit of armour made of leather. |
![]() 9.0 T5 light armor [Ego++] Arcane While equipped: Stats +9 Str +9 Mag +9 Wil dps ---------- Phys.crit +9.0% Spell.crit +9% Mind.crit +8% Phys.pwr +23 (+4 eff.) Spell.pwr +24 (+5 eff.) Mind.pwr +22 (+5 eff.) Melee+ 21 acid 13 fire Melee Ret 14 acid 14 fire ----- def ----- Armour +8 Defense +20 (+5 eff.) Fatigue +8% Resists +20% lightning +21% fire +30% acid A suit of armour made of leather. |
![]() 17.0 T5 massive armor Reqs Massive armour training [Rare] Nature While equipped: Stats +5 Str +5 Con dps ---------- Crit.mult +24.82% Acc +37 (+8 eff.) Melee Ret 8 lightning 10 physical ----- def ----- Armour +16 Fatigue +22% Resists +8% physical HP.reg +8.00 ---------- misc Stam/turn +2.20 A suit of armour made of metal plates. |
![]() 7.0 T5 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Con ----- def ----- Armour +19 Fatigue +8% Phys.save +15 (+5 eff.) ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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? |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
![]() 0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
![]() 1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 0.0 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. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 106 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. |
![]() 2.0 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. |
![]() 2.0 T4 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 432 physical damage Puts all charms on 8 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego+] Psionic Project a gust of wind in a cone knocking all creatures back 12 spaces and dealing 500 physical damage Puts all charms on 8 cooldown 100% to increase all damage by 23% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 totem charm [Ego+] Nature Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 11 cooldown 100% to increase the duration of 3 beneficial effects by 3. Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+2 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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 Dementimmy the Yeek Writhing One level 50
50th Haze 122nd year of Ascendancy at 14:21 see stats
By Dementimmy the Yeek Writhing One level 50
43rd Dusk 122nd year of Ascendancy at 22:58 see stats
By Dementimmy the Yeek Writhing One level 50
48th Haze 122nd year of Ascendancy at 18:48 see stats
By Dementimmy the Yeek Writhing One level 50
57th Haze 122nd year of Ascendancy at 15:17 see stats
By Dementimmy the Yeek Writhing One level 50
9th Allure 123rd year of Ascendancy at 21:50 see stats
By Dementimmy the Yeek Writhing One level 50
54th Haze 122nd year of Ascendancy at 13:20 see stats
By Dementimmy the Yeek Writhing One level 6
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 50
76th Dusk 122nd year of Ascendancy at 03:54 see stats
By Dementimmy the Yeek Writhing One level 50
73rd Dusk 122nd year of Ascendancy at 03:28 see stats
By Dementimmy the Yeek Writhing One level 50
9th Allure 123rd year of Ascendancy at 17:42 see stats
By Dementimmy the Yeek Writhing One level 50
43rd Dusk 122nd year of Ascendancy at 23:22 see stats
By Dementimmy the Yeek Writhing One level 10
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 20
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 30
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 40
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 50
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 50
43rd Dusk 122nd year of Ascendancy at 22:58 see stats
By Dementimmy the Yeek Writhing One level 50
30th Pyre 123rd year of Ascendancy at 14:00 see stats
By Dementimmy the Yeek Writhing One level 50
40th Dusk 122nd year of Ascendancy at 12:32 see stats
By Dementimmy the Yeek Writhing One level 50
28th Dusk 122nd year of Ascendancy at 18:39 see stats
By Dementimmy the Yeek Writhing One level 50
40th Pyre 123rd year of Ascendancy at 04:30 see stats
By Dementimmy the Yeek Writhing One level 50
33rd Dusk 122nd year of Ascendancy at 08:41 see stats
By Dementimmy the Yeek Writhing One level 50
1st Mirth 122nd year of Ascendancy at 02:09 see stats
By Dementimmy the Yeek Writhing One level 50
1st Mirth 122nd year of Ascendancy at 02:09 see stats
By Dementimmy the Yeek Writhing One level 50
54th Haze 122nd year of Ascendancy at 16:35 see stats
By Dementimmy the Yeek Writhing One level 50
43rd Dusk 122nd year of Ascendancy at 22:58 see stats
By Dementimmy the Yeek Writhing One level 50
43rd Dusk 122nd year of Ascendancy at 22:58 see stats
By Dementimmy the Yeek Writhing One level 50
1st Mirth 122nd year of Ascendancy at 20:01 see stats
By Dementimmy the Yeek Writhing One level 50
60th Regrowth 123rd year of Ascendancy at 19:44 see stats
By Dementimmy the Yeek Writhing One level 3
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 2
75th Pyre 122nd year of Ascendancy at 16:34 see stats
By Dementimmy the Yeek Writhing One level 50
48th Haze 122nd year of Ascendancy at 10:38 see stats
Log
Talent Infusion: Regeneration is ready to use.
Worm that walks (servant of Dementimmy) activates Worm that Walks Link.
Worm that walks (servant of Dementimmy) activates Infestation.
Dementimmy starts regenerating health quickly.
Dementimmy links closer to his ally!
Worm that walks (servant of Dementimmy) links closer to his ally!
Worm that walks (servant of Dementimmy) activates Ruin.
Infusion: Healing is still on cooldown for 10 turns.
Talent Pustulent Fulmination is ready to use.
You are yanked out of this place!
You may not change level so soon after a kill (3 game turns left to wait)!
Infusion: Healing is still on cooldown for 9 turns.
Worm that walks (servant of Dementimmy) activates Through The Crowd.
Talent Pain Enhancement System is ready to use.
Talent Dominant Will is ready to use.
Infusion: Healing is still on cooldown for 8 turns.
Infusion: Healing is still on cooldown for 8 turns.
Talent Quickened is ready to use.
Talent Shed Skin is ready to use.
Infusion: Healing is still on cooldown for 7 turns.
Infusion: Healing is still on cooldown for 6 turns.
Infusion: Healing is still on cooldown for 6 turns.
Dementimmy stops regenerating health quickly.
Infusion: Regeneration is still on cooldown for 8 turns.
Infusion: Regeneration is still on cooldown for 7 turns.
Infusion: Regeneration is still on cooldown for 7 turns.
Talent Infusion: Healing is ready to use.
Talent Infusion: Regeneration is ready to use.
Rested for 98 turns (stop reason: all resources and life at maximum).