









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved 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 | Insane Adventure |
Sex | Male |
Race | Ghoul |
Class | Necromancer |
Level / Exp | 45 / 98% |
Size | big |
Lifes / Deaths | Killed by Ivawyn the ogre mauler at level 28 on the 8th Decay 122nd year of Ascendancy at 10:34 4 / 3Killed by orc high cryomancer at level 43 on the 53rd Pyre 123rd year of Ascendancy at 13:46 Killed by Emugakira the blinkwyrm at level 45 on the 32nd Dusk 123rd year of Ascendancy at 18:08 |
Primary Stats
Strength | 28 (base 10) |
Dexterity | 26 (base 10) |
Constitution | 96 (base 54) |
Magic | 102 (base 60) |
Willpower | 21 (base 13) |
Cunning | 81 (base 60) |
Resources
Life | 881/881 |
Mana | 504/504 |
Soul | 20/20 |
Vim | 376/376 |
Healing Factor | 1.825015355037 |
Regeneration | 2.8287738003073 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -56% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 9 |
See Stealth | 58.554857846888 |
See Invisible | 64.554857846888 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 54 |
Accuracy | 32 |
Crit Chance | 34% |
APR | 13 |
Speed | 1.00 |
Offense: Offhand
Damage | 13 |
Accuracy | 32 |
Crit Chance | 35% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 97 |
Crit Chance | 95% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Darkness | +75% |
Light | +14% |
Temporal | +36% |
Blight | +30% |
Arcane | +29% |
Fire | +17% |
All | +8% |
Offense: Damage Penetration
Acid | +45% |
Light | +30% |
Temporal | +35% |
Darkness | +46% |
Cold | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 10 (60.418071861941%) |
Defense | 75 |
Ranged Defense | 75 |
Fatigue | 0 |
Physical Save | 43 |
Spell Save | 44 |
Mental Save | 44 |
Defense: Resistances
Acid | + 28%( 70%) |
Blight | + 34%( 70%) |
Arcane | + 32%( 70%) |
All | + 28%( 70%) |
Darkness | + 50%( 70%) |
Light | + 32%( 70%) |
Temporal | + 53%( 70%) |
Fire | + 41%( 70%) |
Nature | + 32%( 70%) |
Defense: Immunities
Teleport Resistance | 20% |
Stun Resistance | 50% |
Bleed Resistance | 100% |
Instadeath Resistance | 100% |
Fear Resistance | 100% |
Disarm Resistance | 20% |
Poison Resistance | 80% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 2.5 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 484 damage for 6 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 123 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 610 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Spell / Glacial waste | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Master of flesh | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
Spell / Nightfall | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Age of dusk | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Animus | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master necromancer | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Grave | 1.30 |
| 4/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Undead / Ghoul | 1.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Increases defense by 15. Mobile Defense |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Norgos Lair. Escort: lost defiler (level 2 of Norgos Lair)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved Cunning by +5. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * Use the control orb of Yiilkgur to begin the ceremony. | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * 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: 1296. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 vial of elder vampire blood. * You've found the needed ice ant stinger. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed vial of squid ink. * You've found the needed red crystal shard. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +2 Dex +5 Mag +8 Wil +4 Cun +4 Con dps ---------- Spell.crit +6% Spell.pwr +10 (+2 eff.) ----- def ----- Armour +5 Phys.save +19 (+6 eff.) Spell.save +9 (+3 eff.) Mind.save +20 (+7 eff.) ---------- misc Mana/turn +0.39 Max.mana +41.00 Infravis +3 Blink to a nearby random location (rad 10) Puts all charms on 25 cooldown A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Spell.pwr +20 (+4 eff.) S.pwr/crit +10 ----- def ----- Resists +12% fire ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.vim +50.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T3 head armor [Rare] Nature While equipped: Stats +6 Str +5 Dex +2 Mag +6 Cun +6 Con dps ---------- Spell.crit +8% Crit.mult +15.00% Spell.pwr +25 (+5 eff.) Res.pen +5% light Melee Ret 10 light ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
On hands | ![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Tool | ![]() 2.0 T4 totem charm [Rare] Nature While equipped: ----- def ----- Defense +25 (+6 eff.) Mind.save +18 (+6 eff.) Heal.mod +10% Disarm- +20% Knockbk- +20% Teleport- +20% ---------- misc Infravis +3 Harden the skin for 7 turns increasing armour by 69 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +25% cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +6% nature +9% temporal +5% arcane +6% light Phys.save +8 (+3 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +8 Cun +8 Dex dps ---------- Phys.pwr +21 (+7 eff.) Spell.pwr +28 (+5 eff.) Mind.pwr +25 (+8 eff.) Dmg.mod +9% fire +6% darkness +8% all Acc +11 (+5 eff.) Melee Ret 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 23% ----- def ----- Resists +3% darkness +6% fire 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? |
Around neck | ![]() 0.1 T2 amulet jewelry [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) S.pwr/crit +8 Dmg.mod +6% darkness +5% temporal +6% light +6% physical Res.pen +20% acid Melee Ret 4 acid ----- def ----- Armour +2 Resists +9% blight +9% temporal Knockbk- +20% Amulets make your neck look great! |
In main hand | ![]() 5.0 T5 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Wil +7 Con dps ---------- Phys.crit +8.0% Spell.crit +27% Phys.pwr +11 (+3 eff.) Spell.pwr +51 (+9 eff.) S.pwr/crit +4 Dmg.mod +30% darkness Acc +14 (+7 eff.) ----- def ----- HP.reg +1.30 Heal.mod +24% ---------- misc Vim/s.crit +1.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +5 Mag +7 Con dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Infravis +3 See.Invis +6 Size +1 A belt that goes around your waist. |
In off hand | ![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 15.5 - 20.2 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +11 darkness +4 light Against +11% Living While equipped: dps ---------- Spell.crit +3% Spell.pwr +30 (+5 eff.) Dmg.mod +21% arcane Phasing +30% ---------- misc Light +3 Sharp, short and deadly. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Dmg.mod +17% darkness +15% temporal Res.pen +11% darkness ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness +9% temporal Spell.save +15 (+5 eff.) Stealth +17 ---------- misc Mana/s.crit +2.00 Max.vim +50.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+3 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 4.5 Pwr.cost 15 out of 20/20. Range 9 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 37%. You can also activate this talent to instantly destroy more worms, letting you jump in range 9 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 609 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 acid, 4 physical, 5 blight, 4 fire, 5 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 318.24 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1776% for 10 turns (158 total) and instantly restoring 89 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 122 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 7 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T3 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +7 Mag dps ---------- Crit.mult +14.00% S.pwr/crit +3 Acc +6 (+3 eff.) Apr +12 ----- def ----- Defense +15 (+4 eff.) Resists +6% fire ---------- misc Mana/turn +0.19 Max.mana +32.00 See.Invis +9 Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Melee Ret 2 nature ----- def ----- Fatigue -5% Resists +3% blight +9% cold Spell.save +3 (+1 eff.) HP.reg +2.00 Amulets make your neck look great! |
![]() 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 Try to not die... 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. |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 354 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +9 On Hit (Melee): * 20 arcane resource burn ----- def ----- Defense +8 (+2 eff.) Resists +3% lightning ---------- misc Max.stam +10.00 Disengage: Puts all charms on 10 cooldown Level 3.5 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Spell.pwr +34 (+6 eff.) Dmg.mod +24% blight +39% mind +12% arcane Apr +4 ----- def ----- Defense +34 (+8 eff.) Resists +18% mind Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Rare] Master While equipped: Stats +9 Dex dps ---------- Dmg.mod +30% lightning Acc +18 (+8 eff.) ----- def ----- Die.at -82.75 life Max.HP +103.44 Cut- +21% Confus- +21% Pinning- +21% Def/telep +16 Res/telep +16% Dur/telep +16% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +4 Con +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce armor by 49% ----- def ----- Resists +3% acid Mind.save +6 (+2 eff.) ---------- misc Infravis +1 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +3% ----- def ----- Spell.save +7 (+2 eff.) ---------- misc Masteries +0.20 Corruption/Fearfire ShadowPwr +5 On Spell Hit: 10% Darkfire 3 Grants spell-crit equal to half of your Shadow Power. "An innocuous bauble. Until you look through the hole." |
![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Crit.mult +15.00% ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) ----- def ----- Mind.save +7 (+2 eff.) Confus- +21% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +6 (+2 eff.) ----- def ----- Armour +4 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon Reqs Dex 42 [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T3 dagger 1H weapon [Rare] Psionic Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +14 darkness +20 fire Against +11% Living While equipped: Stats +3 Str dps ---------- Res.pen +25% darkness Melee Ret 10 fire 8 cold On Hit (Melee): * 20% chance to reduce damage dealt by 23% ----- def ----- Resists +21% cold Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+4 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Master Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +8 fire On Crit.r2 +21 lightning +12 fire +32 cold +19 nature +44 acid While equipped: dps ---------- Mind.pwr +15 (+5 eff.) Mov.spd +40% Dmg.mod +12% mind Res.pen +11% lightning +22% cold +18% nature +19% acid Acc +15 (+7 eff.) Apr +11 ----- def ----- Defense +10 (+2 eff.) Resists +6% fire Disarm- +46% Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+4 eff.) Phys.save +15 (+5 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature Power 38.0 - 49.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% While equipped: Stats +7 Str +11 Dex +10 Mag +4 Wil +11 Cun +9 Con Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego] Nature/Psionic Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +12 nature +11 darkness Against +16% Living Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Master/Psionic Power 39.0 - 50.7 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +17 darkness Against +15% Living While equipped: dps ---------- Res.pen +14% all Acc +14 (+7 eff.) Apr +11 Sharp, short and deadly. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Random Unique] Nature/Psionic Power 37.5 - 48.8 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% On Hit.r1 +16 arcane On Crit.r2 +27 lightning +24 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +13 Str +12 Dex +8 Mag +8 Wil +7 Cun +3 Con dps ---------- Mov.spd +37% Dmg.mod +9% acid +15% arcane Res.pen +6% lightning +20% cold On Hit (Melee): * 10% chance to reduce armor by 49% ----- def ----- Resists +5% arcane Sharp, short and deadly. |
![]() 3.0 T5 mace 1H weapon Reqs Str 48 [Ego] Arcane/Master Power 56.0 - 78.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +16 fire Blunt and deadly. |
![]() 4.0 T5 sling 1H weapon Reqs Dex 48 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +207% On Hit: * 21 arcane resource burn While equipped: Stats +7 Cun +7 Dex dps ---------- Res.pen +10% physical ----- def ----- Spell.save +19 (+6 eff.) ---------- misc Reload +4 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+4 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +13 Con dps ---------- Spell.crit +15% Crit.mult +26.00% Spell.pwr +29 (+5 eff.) Dmg.mod +25% darkness Res.pen +5% darkness Acc +10 (+5 eff.) ----- def ----- Resists +15% acid Spell.save +3 (+1 eff.) HP.reg +2.80 Heal.mod +40% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% cold On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +13% lightning +5% temporal +3% light Spell.save +6 (+2 eff.) A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 355, based on Magic) for 10 turns. Uses 20 power out of 20/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +7 Cun +4 Mag dps ---------- Crit.mult +10.00% Dmg.mod +3% mind Melee Ret 2 mind ---------- misc Mana/turn +0.12 Max.mana +23.00 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Cun ----- def ----- Defense +20 (+5 eff.) Fatigue -7% Resists +15% light +12% mind HP.reg +4.00 Cut- +20% ---------- misc Max.enc +42 Light +3 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+1 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+1 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 3.5 Pwr.cost 50 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 24% chance to evade melee and ranged attacks and 15 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Dmg.mod +8% darkness Res.pen +14% darkness ----- def ----- Defense +10 (+2 eff.) Resists +15% fire +10% light +14% darkness Stealth +29 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T5 cloak armor [Ego++] Arcane While equipped: Stats +4 Mag +5 Wil ----- def ----- Defense +3 (+1 eff.) Resists +15% darkness +15% temporal Spell.save +10 (+3 eff.) Def/telep +25 Res/telep +12% Dur/telep +26% ---------- misc Max.mana +62.00 Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+3 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +8 Mag dps ---------- Spell.pwr +25 (+5 eff.) S.pwr/crit +4 Mov.spd +25% Phasing +20% ----- def ----- Armour +4 Fatigue +3% Resists +20% darkness Spell.save +6 (+2 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +6 Wil +5 Cun dps ---------- Spell.pwr +7 (+1 eff.) Dmg.mod +9% acid +10% blight ----- def ----- Armour +5 Fatigue +4% Resists +9% acid +3% temporal +6% blight Crit.chn- 15.00% Phys.save +13 (+4 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+4 eff.) Disease- +37% Silence- +50% Confus- +50% Stun/Frz- +58% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 6 nature Dmg.mod +4% nature +6% cold Res.pen +5% lightning +20% cold ----- def ----- Armour +1 Resists +9% nature Max.HP +20.00 Blind- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Dex +2 Wil +4 Cun dps ---------- Dmg.mod +11% darkness Melee Ret 2 arcane ----- def ----- Defense +1 (+0 eff.) Resists +16% darkness +5% arcane A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +10 Dex +6 Mag +3 Wil dps ---------- Dmg.mod +15% cold Res.pen +15% cold ----- def ----- Armour +3 Fatigue +3% Resists +11% fire +11% cold ---------- misc See.Invis +9 A cap made of leather. |
![]() 2.0 T5 head armor [Ego+] Master While equipped: Stats +4 Str +4 Con dps ---------- Phys.pwr +4 (+1 eff.) ----- def ----- Armour +5 Fatigue +5% Phys.save +15 (+5 eff.) A cap made of leather. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training Str 48 [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +23 Defense +5 (+1 eff.) Fatigue +12% Resists +13% nature +20% blight D.Red.from +9% Unnatural A suit of armour made of mail. |
![]() 9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+3 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. |
![]() 9.0 T1 light armor [Ego+] Nature/Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% HP.reg +2.80 ---------- misc Stam/turn +0.80 A suit of armour made of leather. |
![]() 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 2.0 T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
![]() 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 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +1% Dmg.mod +3% nature +3% darkness Res.pen +15% darkness +15% nature ----- def ----- Resists +6% nature ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T3 lite [Rare] Arcane While equipped: Stats +8 Con +6 Mag dps ---------- Spell.pwr +11 (+2 eff.) Mind.pwr +25 (+8 eff.) Acc +10 (+5 eff.) ----- def ----- Defense +10 (+2 eff.) Resists +2% physical Phys.save +12 (+4 eff.) ---------- misc Max.psi +20.00 Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% darkness Melee Ret 4 lightning On Hit (Melee): * 20% chance to slow global speed by 55% * 20 arcane resource burn ----- def ----- Resists +18% light Mind.save +11 (+4 eff.) ---------- misc Light +4 See.Stealth +16 See.Invis +17 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 1.0 T1 lite [Ego++] Arcane While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) ----- def ----- Resists +6% blight +5% darkness ---------- misc Light +5 Infravis +4 See.Invis +6 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 2.8 Pwr.cost 30 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 55 blight damage or heals 63 life. Creatures standing in the retch also have 22% 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 brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 0.0 T5 lite [Ego+] Arcane While equipped: Stats +6 Mag dps ---------- Spell.pwr +6 (+1 eff.) ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() 2.0 T4 misc tool [Unique] Arcane While equipped: dps ---------- Dmg.mod +15% temporal ----- def ----- Resists +15% temporal Offers either offensive or defensive benefits, depending on the position of the sands. Switching the direction of flow takes no time. Flip the hourglass (sands currently flowing towards stability). Uses 20 power out of 20/20 This hourglass of otherworldly crystal appears to be filled with countless tiny gemstones in place of sand. As they fall, you feel the flow of time change around you. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 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 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 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. |
![]() 2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 656.64 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Mag +6 Cun +6 Con dps ---------- Dmg.mod +9% fire ----- def ----- Crit.chn- 15.00% Create a shield absorbing up to 278 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% lightning +15% cold Res.pen +25% lightning +25% cold +25% mind Melee Ret 6 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 28 Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 GOTbI4 the Ghoul Necromancer level 40
32nd Pyre 123rd year of Ascendancy at 15:06 see stats
By GOTbI4 the Ghoul Necromancer level 38
22nd Pyre 123rd year of Ascendancy at 08:20 see stats
By GOTbI4 the Ghoul Necromancer level 45
61st Pyre 123rd year of Ascendancy at 04:36 see stats
By GOTbI4 the Ghoul Necromancer level 43
44th Pyre 123rd year of Ascendancy at 13:39 see stats
By GOTbI4 the Ghoul Necromancer level 25
74th Haze 122nd year of Ascendancy at 14:04 see stats
By GOTbI4 the Ghoul Necromancer level 14
22nd Dusk 122nd year of Ascendancy at 03:33 see stats
By GOTbI4 the Ghoul Necromancer level 42
37th Pyre 123rd year of Ascendancy at 22:48 see stats
By GOTbI4 the Ghoul Necromancer level 31
24th Regrowth 123rd year of Ascendancy at 22:32 see stats
By GOTbI4 the Ghoul Necromancer level 20
12nd Haze 122nd year of Ascendancy at 21:07 see stats
By GOTbI4 the Ghoul Necromancer level 33
64th Regrowth 123rd year of Ascendancy at 01:14 see stats
By GOTbI4 the Ghoul Necromancer level 36
16th Pyre 123rd year of Ascendancy at 17:27 see stats
By GOTbI4 the Ghoul Necromancer level 37
19th Pyre 123rd year of Ascendancy at 19:05 see stats
By GOTbI4 the Ghoul Necromancer level 27
1st Decay 122nd year of Ascendancy at 18:34 see stats
By GOTbI4 the Ghoul Necromancer level 10
1st Dusk 122nd year of Ascendancy at 06:06 see stats
By GOTbI4 the Ghoul Necromancer level 20
12nd Haze 122nd year of Ascendancy at 10:58 see stats
By GOTbI4 the Ghoul Necromancer level 30
3rd Allure 123rd year of Ascendancy at 12:40 see stats
By GOTbI4 the Ghoul Necromancer level 40
28th Pyre 123rd year of Ascendancy at 18:24 see stats
By GOTbI4 the Ghoul Necromancer level 24
50th Haze 122nd year of Ascendancy at 00:54 see stats
By GOTbI4 the Ghoul Necromancer level 29
1st Wintertide 123rd year of Ascendancy at 14:50 see stats
By GOTbI4 the Ghoul Necromancer level 16
74th Dusk 122nd year of Ascendancy at 03:29 see stats
By GOTbI4 the Ghoul Necromancer level 42
38th Pyre 123rd year of Ascendancy at 08:09 see stats
By GOTbI4 the Ghoul Necromancer level 9
10th Flare 122nd year of Ascendancy at 19:08 see stats
By GOTbI4 the Ghoul Necromancer level 9
1st Summertide 122nd year of Ascendancy at 21:38 see stats
By GOTbI4 the Ghoul Necromancer level 30
21st Regrowth 123rd year of Ascendancy at 05:01 see stats
By GOTbI4 the Ghoul Necromancer level 32
33rd Regrowth 123rd year of Ascendancy at 03:09 see stats
By GOTbI4 the Ghoul Necromancer level 14
45th Dusk 122nd year of Ascendancy at 15:47 see stats
By GOTbI4 the Ghoul Necromancer level 22
22nd Haze 122nd year of Ascendancy at 09:30 see stats
By GOTbI4 the Ghoul Necromancer level 16
58th Dusk 122nd year of Ascendancy at 15:28 see stats
By GOTbI4 the Ghoul Necromancer level 38
21st Pyre 123rd year of Ascendancy at 12:39 see stats
Log
Minotaur hits GOTbI4 for (22 flat reduction), 219 physical, (22 flat reduction), 13 cold, (1 flat reduction), 0 acid, (1 flat reduction), 0 darkness, (1 flat reduction), 0 light (231 total damage).
Melee retaliation hits Minotaur for 4 acid, 6 darkness, 7 light (17 total damage).
The Hurricane around Emugakira the blinkwyrm dissipates.
Emugakira the blinkwyrm resists the stun!
GOTbI4 shrugs off the effect 'Stunned'!
Orc fighter shrugs off the effect 'Stunned'!
Ademina the fire wyrm resists the stun!
Minotaur resists the effect 'Stunned'!
Ademina the fire wyrm recovers sight.
Ademina the fire wyrm casts Shivgoroth Form.
Ademina the fire wyrm turns into a shivgoroth!
Emugakira the blinkwyrm receives 96 healing from Temporal Restoration Field.
Something hits Orc fighter for 145 lightning damage.
Something hits Ademina the fire wyrm for (174 ignored), 0 lightning (0 total damage).
Something hits GOTbI4 for (22 flat reduction), 205 lightning (205 total damage).
Something hits Emugakira the blinkwyrm for (278 absorbed), (278 mana), 0 lightning (0 total damage).
Something hits Minotaur for 230 lightning damage.
Ademina the fire wyrm casts Manathrust.
Betivena the orc summoner casts Pulverizing Auger.
Ademina the fire wyrm hits Emugakira the blinkwyrm for (185 absorbed), (185 mana), 0 arcane (0 total damage).
Ademina the fire wyrm hits GOTbI4 for (22 flat reduction), 184 arcane (184 total damage).
Betivena the orc summoner hits GOTbI4 for (22 flat reduction), 237 physical (237 total damage).
Emugakira the blinkwyrm casts Manathrust.
Emugakira the blinkwyrm's weapon surges with fire!
Emugakira the blinkwyrm hits GOTbI4 for (22 flat reduction), 194 arcane (194 total damage).
GOTbI4 the level 45 ghoul necromancer was dweomered to death by Emugakira the blinkwyrm on level 1 of Gorbat Pride.
You have 4 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Emugakira the blinkwyrm killed GOTbI4!