













Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Actually Usable Damage Reduction 1.6.0Modifies wild infusions and phase door runes to confer separate talents for their primary function and their damage-reduction side effect. Fix water flood rendering error 1.5.10Temporarily fix the water rendering error on some GPU, that will caused map with water being flooded. QuickTome: Sight Overhaul 1.5.3 Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: QuickTome QoL Changes 1.7.2Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official 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:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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. Quick Drown NPCs AOE 1.5.10 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:
QuickTome: Arena Skip 1.3.1 Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Drem |
Class | Cultist of Entropy |
Level / Exp | 39 / 79% |
Size | medium |
Lifes / Deaths | Killed by Yvymina the skeleton warrior at level 9 on the 24th Voratun 122nd year of Ascendancy at 20:25 0 / 9Killed by Xarin the thief at level 18 on the 45th Profit 122nd year of Ascendancy at 18:14 Killed by Assassin Lord at level 18 on the 45th Profit 122nd year of Ascendancy at 22:25 Killed by Elewe the elven mage at level 25 on the 7th Loss 122nd year of Ascendancy at 09:48 Killed by Grand Corruptor at level 25 on the 7th Loss 122nd year of Ascendancy at 22:39 Killed by will o' the wisp at level 34 on the 15th Shortage 122nd year of Ascendancy at 20:39 Killed by elven corruptor at level 36 on the 13rd Iron 123rd year of Ascendancy at 16:19 Killed by Greater Mummy Lord at level 39 on the 40th Steel 123rd year of Ascendancy at 05:30 Killed by Greater Mummy Lord at level 39 on the 40th Steel 123rd year of Ascendancy at 05:33 |
Primary Stats
Strength | 12 (base 4) |
Dexterity | 25 (base 10) |
Constitution | 52 (base 49) |
Magic | 85 (base 60) |
Willpower | 41 (base 10) |
Cunning | 108 (base 60) |
Resources
Life | -75/768 |
Insanity | 79/100 |
Healing Factor | 1.289329218765 |
Regeneration | 0.32233230469125 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +42% |
Spell | -2.0983215165415E-12% |
Global | +100% |
Vision
Sight | 10 |
Lite | 0 |
Offense: Mainhand
Damage | 45 |
Accuracy | 40 |
Crit Chance | 44% |
APR | 19 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 54% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 50% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +12% |
Physical | +24% |
Mind | +9% |
All | 0% |
Darkness | +15% |
Light | +15% |
Temporal | +54% |
Fire | +15% |
Nature | +6% |
Offense: Damage Penetration
Temporal | +27% |
Darkness | +10% |
Mind | +5% |
All | 0% |
Defense: Base
Armour (hardiness) | 71.62472918295 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 3 |
Physical Save | 43 |
Spell Save | 32 |
Mental Save | 56 |
Defense: Resistances
Acid | + 6%( 70%) |
Blight | + 12%( 70%) |
Cold | + 35%( 70%) |
All | 0%( 70%) |
Darkness | + 20%( 70%) |
Light | + 6%( 70%) |
Temporal | + 8%( 70%) |
Fire | + 32%( 70%) |
Lightning | + 20%( 70%) |
Defense: Immunities
Confusion Resistance | 72% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 100% |
Inscriptions (5/5)
Runes | Effective talent level: 1.3 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 539 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.3 Rune: BlinkUse mode: Activated Range: 8 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 8 spaces within line of sight. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.3 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 615 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.3 Infusion: WildUse 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 cure yourself of one random physical effect. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Demented / Oblivion | 1.60 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Demented / Madness | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Entropy | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Demented / Nether | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Rift | 1.60 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Timethief | 1.60 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Chronophage | 1.60 |
| 4/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Demented / Void | 1.85 |
| 4/5 |
| 2/5 |
| 1/5 |
| 1/5 |
Generic Talents
Demented / Doom | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Demented / Calamity | 1.60 |
| 4/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Race / Drem | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Beyond sanity | 1.60 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Grand Oration |
talent | Twofold Curse |
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 gruesome experiments. | done |
Anne Buryset has asked you to find the Aporia Fold Lys, somewhere in the old forest. Aporia Fold LysYou only have 0 minutes and 0 seconds to find it! | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: lone alchemist (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Staff combat (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved talent Channel Staff (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire) | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | 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 unlocked the hall of reflections. * 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: 478. | 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. | active |
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 faerlhing fang. * You've found the needed skeleton mage skull. * You've found the needed wretchling eyeball. Stire of Derth has completed an elixir of avoidance without your aid. Stire of Derth has completed an elixir of precision without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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. | active |
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 destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | 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 | ![]() Infused by nature 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +11 Changes stats: +2 Dex Changes resistances: +8% lightning / +8% temporal / +6% light / +6% acid Changes damage: +12% physical Physical save: +15 (+5 eff.) Only die when reaching: -40.00 life A pair of boots made of leather. This object's appearance was changed to Pyro: Metal Boots 2. |
Light source | ![]() Infused by psionic forces 0.00 Encumbrance. [Unique] Type: lite / lite ; tier 3 When wielded/worn: Changes resistances: +20% darkness Changes resistances penetration: +10% darkness Changes damage: +15% light / +15% darkness Damage affinity(heal): +20% darkness Talent mastery: +0.20 Cursed / Shadows Mental save: +10 (+3 eff.) Mindpower: +10 (+3 eff.) This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
On head | ![]() Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 3 When wielded/worn: Physical power: +25 (+11 eff.) Armour: +11 Fatigue: +3% Changes stats: +5 Str / +3 Dex Changes resistances: +6% fire Changes damage: +15% fire / +9% temporal Physical save: +26 (+9 eff.) A cap made of leather. This object's appearance was changed to Pyro: Crown 1. |
Tool | ![]() Infused by psionic forces 2.00 Encumbrance. [Random Unique] Type: charm / torque ; tier 4 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Damage when hit (Melee): 4 mind Changes stats: +1 Wil Changes resistances penetration: +5% mind Changes damage: +15% temporal Critical mult.: +5.00% It can be used to blast the opponent's mind dealing 300 mind damage and silencing them for 4 turns Activation puts all charms on cooldown for 15 turns. When used: * Increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Physical power: +10 (+5 eff.) Changes stats: +4 Cun / +2 Mag Spellpower: +16 (+4 eff.) Mindpower: +7 (+2 eff.) Rings can have magical properties. |
On fingers | ![]() Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 5 When wielded/worn: Accuracy: +25 (+9 eff.) Defense: +27 (+9 eff.) Changes stats: +10 Cun / +6 Wil Changes resistances: +9% cold Mindpower: +8 (+2 eff.) Mental crit. chance: +7% Movement speed: +42% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 40 cooldown : Effective talent level: 5.2 Power cost: 40 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings can have magical properties. |
Around waist | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +15 (+5 eff.) Armour: +8 Changes stats: +7 Dex / +4 Cun / +2 Con / +7 Lck Changes damage: +9% mind / +12% physical Critical mult.: +20.00% Trap disarming bonus: +11 Stealth bonus: +10 Physical save: +6 (+2 eff.) A belt that goes around your waist. |
In main hand | ![]() Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +18 Mag / +14 Wil / +20 Cun Changes damage: +30% temporal Talent granted: +1 Command Staff Vim when firing critical spell: +5.00 Spellpower on spell critical (stacks up to 3 times): +9 Maximum vim: +38.00 Spellpower: +26 (+6 eff.) Spell crit. chance: +14% Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() Crafted by a master 1.00 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +8.0% Armour: +2 Defense: +5 (+2 eff.) Changes stats: +2 Dex Changes resistances: +12% lightning Critical mult.: +8.00% Reduces incoming crit damage: 15.00% Pinning immunity: +20% Maximum stamina: +10.00 Spell crit. chance: +8% Mental crit. chance: +10% When used to modify unarmed attacks: Power: 122% Range: 1.1x Uses stats: 40% Str, 40% Cun, 40% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +10.0% Attack speed: 100% When this weapon crits: Cripple (20% chance level 3). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to Iron Throne Couture: Gloves 2. |
Main armor | ![]() Requires: - Strength 16 Powered by arcane forces 9.00 Encumbrance. [Unique] Type: armor / light ; tier 3 When wielded/worn: Armour penetration: +10 Armour: +12 Defense: +14 (+5 eff.) Changes stats: +8 Cun 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. This object's appearance was changed to Plumpkin Daper: Robe 1. |
Cloak | ![]() Powered by arcane forces 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +2 (+1 eff.) Changes stats: +3 Mag / +2 Wil / +2 Cun Changes damage: +9% acid / +6% blight Vim when firing critical spell: +2.00 Spellpower: +30 (+7 eff.) Damage Shield penetration: +30% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to Plumpkin Daper: Cloak 1. |
Around neck | ![]() Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +9 Wil Changes resistances: +12% blight / +26% fire / +26% cold Changes resistances penetration: +27% temporal Changes damage: +6% nature / +6% blight Talent mastery: +0.25 Demented / Void Amulets can have magical properties. |
Inventory
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -638 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1338 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 738% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() shielding rune (absorb 462; dur 7; cd 17) Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 1.3 Use mode: Activated Range: melee/personal Cooldown: 17 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 462 damage for 7 turns. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() Requires: - Talent Create Tinker 0.10 Encumbrance. Type: scroll / schematic ; tier 1 [can be learnt] It can be used to learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes resistances: +18% temporal Talent masteries: +0.28 Demented / Void +0.28 Demented / Doom Pinning immunity: +32% Knockback immunity: +23% Amulets can have magical properties. |
![]() bloodlich's elven-wood magestaff of greater warding (129% power, 5 apr, fire element) Requires: - Magic 35 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 4 It must be held with both hands. Power: 129% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +5 Crit. chance: +4.5% Attack speed: 100% When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Changes stats: +6 Mag / +8 Cun / +6 Con Maximum wards: +3 fire Changes damage: +25% fire Talents granted: +4 Ward +1 Command Staff Critical mult.: +23.00% N.Energy each turn: +0.20 Vim when firing critical spell: +7.00 Maximum vim: +40.00 Maximum neg.energy: +40.00 Spellpower: +12 (+3 eff.) Spell crit. chance: +4% Staves designed for wielders of magic, by the greats of the art. |
![]() Tidespiker the dragonbone starstaff (136% power, 6 apr, darkness element) Requires: - Magic 48 Infused by nature 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage when hit (Melee): 12 cold Changes stats: +7 Con Changes resistances: +6% arcane / +17% mind Changes damage: +30% darkness / +17% cold Talent granted: +1 Command Staff Mental save: +6 (+2 eff.) Disease immunity: +23% Cut immunity: +23% Knockback immunity: +23% Life regen: +2.00 Spellpower: +25 (+6 eff.) Spell crit. chance: +5% Healing mod.: +26% Staves designed for wielders of magic, by the greats of the art. |
![]() dragonbone vilestaff of channeling (136% power, 6 apr, acid element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% acid Talent granted: +1 Command Staff Mana each turn: +0.41 Spellpower: +31 (+8 eff.) Spell crit. chance: +5% It can be used to channel mana (increasing mana regeneration by 2000% for 5 turns) Activation puts all charms on cooldown for 30 turns. Staves designed for wielders of magic, by the greats of the art. |
![]() shimmering dragonbone vilestaff of might (136% power, 6 apr, darkness element) Requires: - Magic 48 Powered by arcane forces 5.00 Encumbrance. Type: weapon / staff ; tier 5 It must be held with both hands. Power: 137% Range: 1.2x Uses stat: 80% Mag Damage type: Physical Mastery: Staff Mastery Accuracy bonus: +2.0% proc dam (max 200%) Armour Penetration: +6 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes damage: +30% darkness Talent granted: +1 Command Staff Mana each turn: +0.28 Maximum mana: +85.00 Spellpower: +15 (+4 eff.) Spell crit. chance: +20% Staves designed for wielders of magic, by the greats of the art. |
![]() flaming stralite battleaxe of massacre (173% power, 3 apr) Requires: - Strength 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 4 It must be held with both hands. Power: 174% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +3 Crit. chance: +7.5% Attack speed: 100% Damage (radius 1) on hit: +23 fire Massive two-handed battleaxes. |
![]() quick voratun battleaxe of crippling (166% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 167% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Accuracy: +16 (+6 eff.) Physical crit. chance: +20.0% Changes stats: +7 Dex Combat speed: +10% Massive two-handed battleaxes. |
![]() voratun battleaxe of shearing (170% power, 4 apr) Requires: - Strength 48 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 5 It must be held with both hands. Power: 170% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +4 Crit. chance: +8.0% Attack speed: 100% When wielded/worn: Accuracy: +14 (+5 eff.) Armour penetration: +16 Changes resistances penetration: +19% all Massive two-handed battleaxes. |
![]() enhanced orite trident of crippling (151% power, 13 apr) Requires: - Strength 35 Infused by nature Crafted by a master 3.00 Encumbrance. Type: weapon / trident ; tier 4 It must be held with both hands. Power: 151% Range: 1.6x Uses stat: 120% Str Damage type: Physical Mastery: Exotic Weapons Mastery Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +13 Crit. chance: +3.5% Attack speed: 100% On weapon crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% When wielded/worn: Physical crit. chance: +16.0% Changes stats: +13 Str / +16 Dex / +13 Mag / +10 Wil / +13 Cun / +14 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
![]() Requires: - Cunning 24 - Dexterity 24 Powered by arcane forces 1.00 Encumbrance. [Unique] Type: weapon / dagger ; tier 3 It is part of a set of items. The star shines alone in a moonless sky. Power: 100% Range: 1.3x Uses stats: 20% Str, 20% Dex Damage type: Light Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 125% On weapon hit: * Deal 70 Light damage. When wielded/worn: Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() Firesweeper the stralite dagger (149% power, 9 apr) Requires: - Dexterity 35 Crafted by a master 1.00 Encumbrance. Type: weapon / dagger ; tier 4 Power: 149% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +8.0% Attack speed: 100% On weapon hit: * 23% chance to reduce strength, dexterity, and constitution by 31 Damage (Melee): +23 blight / +12 fire Damage (radius 1) on hit: +16 fire When wielded/worn: Changes resistances: +15% blight Changes damage: +18% fire Mental save: +15 (+5 eff.) Psi when hit: +0.24 Mindpower: +25 (+8 eff.) Sharp, short and deadly. |
![]() voratun dagger 'Ulfegandil' (148% power, 9 apr) Requires: - Dexterity 48 Infused by psionic forces 1.00 Encumbrance. Type: weapon / dagger ; tier 5 Power: 148% Range: 1.3x Uses stats: 50% Dex, 50% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +9 Crit. chance: +10.0% Attack speed: 100% On weapon hit: * 35% chance to reduce all saves and defense by 32 Damage Shield penetration (this weapon only): +30% Damage (Melee): +25 mind When wielded/worn: Defense: +30 (+10 eff.) Changes stats: +5 Str / +7 Wil / +10 Cun Physical save: +12 (+4 eff.) Disarm immunity: +23% Sharp, short and deadly. |
![]() Requires: - Willpower 48 Infused by nature Infused by psionic forces 3.00 Encumbrance. [Unique] Type: weapon / mindstar ; tier 5 Power: 124% Range: 1.1x Uses stats: 60% Wil, 20% Cun Damage type: Mind Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Changes stats: +3 Cun / +6 Wil Changes resistances: +20% mind Changes resistances penetration: +20% mind Changes damage: +20% mind Confusion immunity: +30% Mindpower: +18 (+6 eff.) Mental crit. chance: +9% Activating this item is instant. It can be used to activate talent Wayist (costing 60 power out of 60/60) : Effective talent level: 1.3 Power cost: 60 out of 60/60. Range: 4 Travel Speed: instantaneous Is: a mind power Description: Reach through the collective psionic gestalt of the yeeks, the Way, to call for immediate help. Summons up to 3 yeek mindslayers to your side for 6 turns. All their primary stats will be set to 44 (based on your Willpower and Talent Level). Your increased damage, damage penetration, and many other stats will be inherited. The vast psionic force of the Way reverberates through this gemstone. With a single touch, you can sense overwhelming power, and hear countless thoughts. |
![]() gifted living mindstar of gales (114% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 114% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Defense: +32 (+11 eff.) Changes damage: +12% lightning / +9% cold / +15% physical Talent granted: +1 Attune Mindstar Pinning immunity: +36% Mindpower: +17 (+5 eff.) Mental crit. chance: +5% 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. |
![]() wyrm's living mindstar of venom (111% power, 40 apr, nature damage) Requires: - Willpower 48 Infused by nature 3.00 Encumbrance. Type: weapon / mindstar ; tier 5 Power: 111% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +40 Crit. chance: +5.0% Attack speed: 100% When wielded/worn: Damage (Melee): 25 acid / 6 physical / 10 cold / 10 lightning / 6 fire Changes resistances: +23% acid / +6% physical / +9% fire / +8% cold / +9% lightning Changes resistances penetration: +15% acid Changes damage: +13% acid Talent granted: +1 Attune Mindstar Life regen: +2.00 Mindpower: +10 (+3 eff.) Mental crit. chance: +5% 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. |
![]() Sootpain Requires: - Dexterity 48 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 5 Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +10 When this weapon hits: Shoot (10% chance level 1). Damage (radius 2) on crit: +23 mind When wielded/worn: Changes stats: +3 Str / +6 Dex / +4 Mag / +4 Wil Changes resistances: +15% darkness Changes damage: +21% darkness Mindpower: +20 (+6 eff.) Mental crit. chance: +4% Slings are used to hurl stones or metal shots at your foes. |
![]() Quiver of Domination (20/20, 127% power, 8 apr) Requires: - Dexterity 24 Infused by psionic forces 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 4 Power: 127% Range: 1.4x Uses stats: 20% Wil, 60% Dex, 50% Str Damage type: Mind Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +8 Crit. chance: +2.0% Capacity: 20 On weapon crit: * dominate the target Powerful telepathic forces emanate from the arrows of this quiver. The tips appear dull, but touching them causes you intense pain. |
![]() Requires: - Strength 30 - Dexterity 20 Crafted by a master 3.00 Encumbrance. [Unique] Type: ammo / arrow ; tier 5 Power: 174% Range: 1.4x Uses stats: 70% Str, 50% Dex Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +20 Crit. chance: +8.0% Capacity: 18 On weapon crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
![]() Powered by arcane forces 6.00 Encumbrance. [Unique] Type: armor / mummy ; tier 4 It is part of a set of items. A complementing item would be your crowning glory. When wielded/worn: Armour: +12 Defense: +12 (+4 eff.) Damage when hit (Melee): 10 darkness Changes stats: +5 Wil / +5 Mag Changes resistances: +30% blight / -10% fire / +30% darkness / -10% light Changes damage: +15% cold / +15% arcane / +20% darkness Poison immunity: +100% Disease immunity: +100% Life regen: +1.00 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() dispeller's mummy wrappings (5 def, 2 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +8 Mag Changes resistances: +10% lightning / +10% darkness / +10% blight / -15% fire / +6% cold / +11% light Changes damage: +15% cold / +15% arcane / +15% darkness Physical save: +16 (+5 eff.) Spell save: +28 (+12 eff.) Mental save: +17 (+5 eff.) Spellpower: +10 (+2 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +4 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +12 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +6 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +6 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +12 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+2 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +9 (+2 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +11 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings (5 def, 2 armour) 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +7 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+3 eff.) Decaying mummy wrappings. |
![]() mummy wrappings of corrosion (+31%) (5 def, 2 armour) Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: +31% acid / -25% fire Changes damage: +21% acid / +15% cold / +15% arcane / +15% darkness Spellpower: +13 (+3 eff.) Decaying mummy wrappings. |
![]() spellwoven mummy wrappings (5 def, 2 armour) Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +9 Mag Changes resistances: -25% fire Changes damage: +15% cold / +15% arcane / +15% darkness Spell save: +24 (+11 eff.) Spellpower: +14 (+3 eff.) Spell crit. chance: +6% Decaying mummy wrappings. |
![]() Powered by arcane forces 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Cun / +8 Mag Changes resistances: -25% fire Changes damage: +32% darkness / +15% cold / +15% light / +15% arcane Mana each turn: +0.32 Maximum mana: +76.00 Spellpower: +48 (+12 eff.) Spell crit. chance: +18% Decaying mummy wrappings. |
![]() timebroken mummy wrappings of lightning (+25%) (5 def, 2 armour) Powered by arcane forces Infused by nature 6.00 Encumbrance. Type: armor / mummy ; tier 4 When wielded/worn: Armour: +2 Defense: +5 (+2 eff.) Fatigue: +2% Changes stats: +5 Wil / +14 Mag Changes resistances: +25% lightning / -25% fire Changes damage: +17% lightning / +17% temporal / +15% darkness / +15% cold / +37% arcane Maximum mana: +61.00 Spellpower: +16 (+4 eff.) Spell crit. chance: +2% Decaying mummy wrappings. |
![]() silk robe (0 def, 0 armour) 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes resistances: +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() dispeller's elven-silk robe of alchemy (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes resistances: +12% lightning / +10% darkness / +29% fire / +15% all / +17% acid / +13% physical / +10% blight / +27% cold / +10% light Changes damage: +25% acid / +25% physical / +21% fire / +10% cold Talent cooldown: Refit Golem (-5 turns) Physical save: +17 (+6 eff.) Spell save: +31 (+13 eff.) Mental save: +17 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() stargazer's elven-silk robe of power (0 def, 0 armour) Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 5 When wielded/worn: Changes stats: +5 Cun Changes resistances: +15% all Changes damage: +26% darkness / +27% light / +18% all Spellpower: +26 (+6 eff.) Spell crit. chance: +7% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() Gleamstalker (32 def, 25 armour) Requires: - Strength 18 Crafted by a master 9.00 Encumbrance. Type: armor / light ; tier 4 When wielded/worn: Armour: +25 Defense: +32 (+11 eff.) Fatigue: +8% Changes resistances: +24% fire / +9% mind / +30% cold Changes resistances penetration: +15% light / +15% blight Stun/Freeze immunity: +23% Healing mod.: +23% A suit of armour made of leather. |
![]() impenetrable stralite mail armour of the deep (4 def, 26 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 4 When wielded/worn: Armour: +26 Defense: +4 (+1 eff.) Fatigue: +12% Changes resistances: +11% acid / +12% cold Allows you to breathe in: water A suit of armour made of mail. |
![]() Scale Mail of Kroltar (10 def, 18 armour) Requires: - Heavy armour training - Strength 38 Infused by nature Crafted by a master 14.00 Encumbrance. [Unique] Type: armor / heavy ; tier 5 It is part of a set of items. Kroltar's head would turn up the heat. When wielded/worn: Armour: +18 Defense: +10 (+3 eff.) Fatigue: +16% Changes stats: +5 Str / +3 Dex / +4 Con Changes resistances: +20% acid / +20% blight / +20% fire / +20% nature / +20% lightning Maximum life: +120.00 It can be used to activate talent Devouring Flame (costing 50 power out of 80/80) : Effective talent level: 3.9 Power cost: 50 out of 80/80. Range: 10 Travel Speed: instantaneous Is: a mind power and a nature gift Description: Spit a cloud of flames, doing 41.29 fire damage in a radius of 4 each turn for 8 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
![]() searing voratun mail armour of implacability (5 def, 19 armour) Requires: - Heavy armour training - Strength 48 Powered by arcane forces Crafted by a master 14.00 Encumbrance. Type: armor / heavy ; tier 5 When wielded/worn: Armour: +19 Defense: +5 (+2 eff.) Fatigue: +3% Damage (Melee): 19 acid / 16 fire Damage when hit (Melee): 13 acid / 14 fire Changes resistances: +21% acid / +23% fire Physical save: +13 (+4 eff.) A suit of armour made of mail. |
![]() searing voratun plate armour of cold resistance (0 def, 16 armour) Requires: - Massive armour training - Strength 60 Powered by arcane forces Crafted by a master 17.00 Encumbrance. Type: armor / massive ; tier 5 When wielded/worn: Armour: +16 Fatigue: +22% Damage (Melee): 21 acid / 19 fire Damage when hit (Melee): 13 acid / 15 fire Changes resistances: +17% acid / +26% fire / +29% cold A suit of armour made of metal plates. |
![]() balancing drakeskin leather belt of the vagrant Infused by nature Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 5 When wielded/worn: Physical crit. chance: +12.0% Changes stats: +5 Dex / +6 Cun / +4 Con Mental save: +11 (+4 eff.) Mindpower: +10 (+3 eff.) Mental crit. chance: +12% A belt that goes around your waist. |
![]() spellstreaming drakeskin leather gloves (0 def, 3 armour) Powered by arcane forces 1.00 Encumbrance. Type: armor / hands ; tier 4 When wielded/worn: Armour: +3 Mana each turn: +0.29 Spellpower: +8 (+2 eff.) Spell crit. chance: +6% When used to modify unarmed attacks: Power: 130% Range: 1.1x Uses stats: 40% Dex, 40% Str, 40% Cun Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +5 Crit. chance: +5.0% Attack speed: 100% When this weapon hits: Elemental Bolt (10% chance level 5). Damage (Melee): +18 arcane Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() augmenting elven-silk wizard hat of knowledge (3 def, 0 armour) Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / head ; tier 5 When wielded/worn: Defense: +3 (+1 eff.) Changes stats: +6 Cun / +6 Wil Changes damage: +14% acid / +12% lightning / +12% fire / +11% arcane / +15% cold Mindpower: +5 (+1 eff.) A pointy cloth hat, very wizardly... |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 It is part of a set of items. Only supremacy of the arcane can release its full power. When wielded/worn: Defense: +2 (+1 eff.) Changes resistances: +20% arcane Talent mastery: +0.20 Spell / Meta Talent cooldown: Disruption Shield (-10 turns) Mana each turn: +2.00 A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
![]() Powered by unknown forces 2.00 Encumbrance. [Unique] Type: armor / head ; tier 3 When wielded/worn: Defense: +8 (+3 eff.) Changes stats: +6 Cun / +8 Wil Talent mastery: +0.20 Cursed / Fears Fear immunity: +60% Mindpower: +16 (+5 eff.) It can be used to activate talent Instill Fear (costing 18 power out of 45/45) : Effective talent level: 2.6 Power cost: 18 out of 45/45. Range: 8 Travel Speed: instantaneous Is: a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 19.62 mind and 20.70 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 20% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 20. Terrified: Deals 4.36 mind and 4.60 darkness damage per turn and increases cooldowns by 31%. Haunted: Causes the target to suffer 7.64 mind and 8.06 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) When used to imbue an object: Defense: +8 (+3 eff.) Physical save: +8 (+3 eff.) Spell save: +8 (+4 eff.) Mental save: +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Maximum life: +80.00 When used to imbue an object: Maximum life: +80.00 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / yellow ; tier 4 When wielded/worn: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% When used to imbue an object: Physical crit. chance: +4.0% Changes damage: +8% all Spell crit. chance: +4% Mental crit. chance: +4% Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con When used to imbue an object: Changes 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. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) When used to imbue an object: Defense: +10 (+3 eff.) Physical save: +10 (+3 eff.) Spell save: +10 (+5 eff.) Mental save: +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.00 Encumbrance. Type: gem / white ; tier 5 When wielded/worn: Armour: +5 Changes resistances: +5% all When used to imbue an object: Armour: +5 Changes resistances: +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / blue ; tier 4 When wielded/worn: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +20% Chance to avoid any damage: +8% When used to imbue an object: Changes stats: +8 Cun / +8 Dex Changes damage: +20% lightning Damage affinity(heal): +20% lightning Movement speed: +15% Chance to avoid any damage: +8% Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 5 It is part of a set of items. When wielded/worn: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% When carried: When used to imbue an object: Changes stats: +5 Str / +5 Dex / +5 Mag / +5 Wil / +5 Cun / +5 Con Changes resistances: +30% mind Confusion immunity: +30% Fear immunity: +30% Latent Damage Type: Blight It can be used to combine with a staff Activation costs 1 power out of 1/1. A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
![]() Powered by arcane forces 0.00 Encumbrance. [Unique] Type: gem / multi-hued ; tier 2 When wielded/worn: Changes stats: +5 Mag Changes damage: +20% arcane / +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane It can be used to combine with a weapon (makes a non enchanted weapon into an artifact) Activation costs 1 power out of 1/1. This crystal radiates the power of the Spellblaze itself. |
![]() dwarven lantern of focus Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 5 When wielded/worn: Changes stats: +6 Wil Changes damage: +14% mind Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
![]() Infused by nature 0.00 Encumbrance. [Unique] Type: misc / rock It can be used to talk to your pet rock Activation costs 10 power out of 10/10. Awesome rock!!! |
![]() Powered by arcane forces Crafted by a master 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 5 When wielded/worn: Armour penetration: +11 Fatigue: -8% Changes stats: +9 Str / +6 Mag Changes resistances: +9% mind Changes damage: +6% light Reduces incoming crit damage: 10.00% Maximum mana: +38.00 Spell crit. chance: +5% When carried: Talent granted: +1 Dig Activating this item is instant. It can be used to activate talent Perfect Strike, placing all other charms into a 26 cooldown : Effective talent level: 2.6 Power cost: 26 out of 26/26. Range: melee/personal Travel Speed: instantaneous Description: You have learned to focus your blows to hit your target, granting +67 accuracy and allowing you to attack creatures you cannot see without penalty for the next 4 turns. Allows you to dig a wall, remove a tree, create ways. |
![]() Infused by nature 2.00 Encumbrance. [Unique] Type: tool / misc ; tier 1 When wielded/worn: Defense: +5 (+2 eff.) Changes stats: +5 Lck Trap disarming bonus: +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() Powered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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. |
![]() Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 30 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() Powered by unknown forces 0.00 Encumbrance. [Unique] Type: charm / rod Activating this item is instant. It can be used to asphyxiate an unsuspecting target Activation costs 25 power out of 25/25. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
![]() Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to teleport the user to another zone after 40 turns Activation costs 1 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. |
![]() quick dragonbone totem of healing [power 404] (35/11 cooldown) Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 5 It can be used to heal yourself and all friendly characters within 10 spaces for 404 Activation puts all charms on cooldown for 11 turns. Natural totems are made by powerful wilders to store nature power. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)Powered by unknown forces 0.00 Encumbrance. [Plot Item] Type: mirror / mirror It can be used to change your appearance Activation costs 1 power out of 1/1. A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Achievements
By Aabyzz the Drem Cultist of Entropy level 37
15th Steel 123rd year of Ascendancy at 07:46 see stats
By Aabyzz the Drem Cultist of Entropy level 35
16th Shortage 122nd year of Ascendancy at 11:38 see stats
By Aabyzz the Drem Cultist of Entropy level 31
7th Shortage 122nd year of Ascendancy at 20:00 see stats
By Aabyzz the Drem Cultist of Entropy level 25
21st Loss 122nd year of Ascendancy at 16:43 see stats
By Aabyzz the Drem Cultist of Entropy level 18
1st Wealth 122nd year of Ascendancy at 01:00 see stats
By Aabyzz the Drem Cultist of Entropy level 35
16th Shortage 122nd year of Ascendancy at 11:02 see stats
By Aabyzz the Drem Cultist of Entropy level 20
41st Dearth 122nd year of Ascendancy at 08:54 see stats
By Aabyzz the Drem Cultist of Entropy level 38
30th Steel 123rd year of Ascendancy at 02:05 see stats
By Aabyzz the Drem Cultist of Entropy level 22
3rd Loss 122nd year of Ascendancy at 04:29 see stats
By Aabyzz the Drem Cultist of Entropy level 36
19th Shortage 122nd year of Ascendancy at 01:25 see stats
By Aabyzz the Drem Cultist of Entropy level 10
25th Voratun 122nd year of Ascendancy at 16:54 see stats
By Aabyzz the Drem Cultist of Entropy level 20
36th Dearth 122nd year of Ascendancy at 05:42 see stats
By Aabyzz the Drem Cultist of Entropy level 30
4th Shortage 122nd year of Ascendancy at 12:34 see stats
By Aabyzz the Drem Cultist of Entropy level 18
1st Wealth 122nd year of Ascendancy at 00:11 see stats
By Aabyzz the Drem Cultist of Entropy level 27
24th Loss 122nd year of Ascendancy at 08:31 see stats
By Aabyzz the Drem Cultist of Entropy level 11
28th Voratun 122nd year of Ascendancy at 19:18 see stats
By Aabyzz the Drem Cultist of Entropy level 25
6th Loss 122nd year of Ascendancy at 11:29 see stats
By Aabyzz the Drem Cultist of Entropy level 18
6th Profit 122nd year of Ascendancy at 14:27 see stats
By Aabyzz the Drem Cultist of Entropy level 39
40th Steel 123rd year of Ascendancy at 05:30 see stats
By Aabyzz the Drem Cultist of Entropy level 34
15th Shortage 122nd year of Ascendancy at 22:57 see stats
Log
Nihil from Aabyzz hits Mirror Image (Greater Mummy Lord) for 0 temporal damage.
Dark Whispers from Aabyzz hits Mirror Image (Greater Mummy Lord) for 0 darkness damage.
Aabyzz's morale has been lowered.
Greater Mummy Lord uses Block.
Mirror Image (Greater Mummy Lord) slows down.
Greater Mummy Lord slows down.
Aabyzz's temporal vortex hits Mirror Image (Greater Mummy Lord) for 0 temporal damage.
Aabyzz's temporal vortex hits Greater Mummy Lord for (56 blocked), 0 temporal (0 total damage).
Dark Whispers from Aabyzz hits Greater Mummy Lord for (58 blocked), 0 darkness (0 total damage).
Aabyzz's Reality Fracture hits Greater Mummy Lord for (17 blocked), 0 temporal, (10 blocked), 0 darkness (0 total damage).
Black Blood Bleeding from Aabyzz hits Greater Mummy Lord for (18 blocked), 0 darkness (0 total damage).
Nihil from Aabyzz hits Greater Mummy Lord for (44 blocked), 0 temporal (0 total damage).
Aabyzz casts Fatebreaker.
Aabyzz casts Cacophony.
Mirror Image (Greater Mummy Lord)'s mind is shattered by the void!
Greater Mummy Lord's mind is shattered by the void!
Aabyzz's Reality Fracture hits Mirror Image (Greater Mummy Lord) for 0 temporal, 0 darkness (0 total damage).
Greater Mummy Lord's winter area effect hits Aabyzz for 57 cold damage.
Greater Mummy Lord's winter area effect hits Hallucination for 46 cold damage.
Nihil from Aabyzz hits Mirror Image (Greater Mummy Lord) for 0 temporal damage.
Dark Whispers from Aabyzz hits Mirror Image (Greater Mummy Lord) for 0 darkness, 0 temporal (0 total damage).
Greater Mummy Lord uses Assault.
Greater Mummy Lord performs a melee critical strike against Aabyzz!
Aabyzz is encased in ice!
Greater Mummy Lord performs a melee critical strike against Aabyzz!
Melee retaliation hits Iceblock for 3 mind, 3 mind (5 total damage).
Melee retaliation hits Greater Mummy Lord for (1 absorbed), 0 mind (0 total damage).
Greater Mummy Lord hits Aabyzz for 171 physical, 262 physical, 21 cold, (96 to ice), 272 physical (725 total damage).
Aabyzz the level 39 drem cultist of entropy was bludgeoned to death by Greater Mummy Lord and raised as a soulless shuffling mummy on level 3 of Elven Ruins.