











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Nekarcos's Quality of Life 01: Effect Display (GOLDEN) 1.7.6This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 33 / 22% |
| Size | medium |
| Lifes / Deaths | Killed by elven cultist at level 26 on the 41st Pyre 123rd year of Ascendancy at 15:11 4 / 2Killed by Grand Corruptor at level 28 on the 1st Summertide 123rd year of Ascendancy at 09:13 |
Primary Stats
| Strength | 24 (base 18) |
| Dexterity | 23 (base 15) |
| Constitution | 60 (base 40) |
| Magic | 98 (base 60) |
| Willpower | 17 (base 10) |
| Cunning | 44 (base 32) |
Resources
| Life | 604/604 |
| Insanity | 0/100 |
| Healing Factor | 1.4600507772247 |
| Regeneration | 10.585368134879 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 9 |
Offense: Mainhand
| Damage | 46 |
| Accuracy | 23 |
| Crit Chance | 28% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 68 |
| Crit Chance | 26% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +30% |
| Blight | +28% |
| Arcane | +10% |
| Cold | +10% |
| All | +2% |
| Physical | +5% |
| Lightning | +8% |
| Light | +12% |
| Temporal | +12% |
| Mind | +20% |
| Darkness | +68% |
| Fire | +10% |
| Nature | +8% |
Offense: Damage Penetration
| Darkness | +20% |
| Temporal | +15% |
| Nature | +5% |
Defense: Base
| Armour (hardiness) | 99.751004341539 (95%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 10 |
| Physical Save | 47 |
| Spell Save | 39 |
| Mental Save | 40 |
Defense: Resistances
| Acid | + 39%( 70%) |
| Blight | + 47%( 70%) |
| Physical | + 55%( 70%) |
| Cold | + 30%( 70%) |
| All | + 25%( 70%) |
| Lightning | + 37%( 70%) |
| Light | + 41%( 70%) |
| Temporal | + 31%( 70%) |
| Darkness | + 70%( 70%) |
| Fire | + 30%( 70%) |
| Mind | + 46%( 70%) |
Defense: Immunities
| Stun Resistance | 90% |
| Confusion Resistance | 20% |
| Disarm Resistance | 40% |
| Silence Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 40% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 180 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 733% 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 Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Nether | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Rift | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Timethief | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Jinxed Touch |
| talent | Revelation |
| talent | Chaos Orbs |
| talent | Power Overwhelming |
| talent | Void Stars |
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Chant of Fortress |
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 |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by armoured skeleton warrior. Escort: lost defiler (level 8 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Norgos Lair. Escort: lost sun paladin (level 3 of Norgos Lair)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 7 of Dreadfell. Escort: lost sun paladin (level 7 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Dreadfell. Escort: lost warrior (level 3 of Dreadfell)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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. | active |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | active |
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: 193. | 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 |
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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed sandworm tooth. * You've found the needed xorn fragment. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed ice wyrm tooth. * You've found the needed giant spider spinneret. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | Dourrigor (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +5% nature ----- def ----- Armour +3 Resists +7% lightning +8% temporal +6% darkness +6% blight +6% cold +6% fire +9% light Spell.save +6 (+2 eff.) A pair of boots made of leather. This item has been sent to the Item's Vault. |
| Light source | Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. This item has been sent to the Item's Vault. |
| On head | Hanirazor (2 def, 6 armour)2.0 T3 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +7% acid +6% lightning +8% cold +8% arcane +8% fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Resists +3% lightning +9% darkness +12% blight Crit.chn- 15.00% Silence- +20% A pointy cloth hat, very wizardly... |
| On hands | Gloves of the Firm Hand (0 def, 8 armour)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. |
| Tool | Zubanne [power 245] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Mag dps ---------- Spell.pwr +30 (+7 eff.) Dmg.mod +6% acid ----- def ----- Resists +6% acid ---------- misc Vim/s.crit +2.00 Max.mana +40.00 Light +2 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 257 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 35% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel quartz ring0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +8 (+2 eff.) Acc +9 (+5 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 119% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
| On fingers | steel quartz ring0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +7 Dex +3 Cun +2 Con dps ---------- Phys.pwr +15 (+8 eff.) Melee+ 9 physical Ranged+ 5 physical Dmg.mod +12% darkness On Hit (Melee): * 13% chance to reduce all saves and defense by 17 On Hit (Ranged): * 12% chance to reduce all saves and defense by 17 ----- def ----- Resists +24% darkness Max.HP +48.00 HP.reg +7.00 Heal.mod +13% Stun/Frz- +30% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+3 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 40 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 19.34 acid and 19.04 blight damage. If not cleared after five turns it will inflict 108.09 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. This item has been sent to the Item's Vault. |
| Around waist | Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
| In off hand | corrosive dwarven-steel shield of the stars (0 def, 6 armour, 75.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Mag +3 Cun +2 Con dps ---------- Dmg.mod +10% light +12% darkness On Melee Ret: * 13% chance to reduce armor by 41% ----- def ----- Armour +6 Fatigue +8% Resists +12% acid +12% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Drysin the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +11% darkness Res.pen +5% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +3% physical +18% darkness Stealth +11 Die.at -80.00 life Disease- +20% Confus- +10% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Barkspar (15 def, 0 armour)2.0 T4 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Str dps ---------- Dmg.mod +11% blight +3% physical +18% mind +6% nature ----- def ----- Defense +15 (+8 eff.) Resists +11% blight +10% darkness +28% mind +13% all Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +24 (+8 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)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. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 244.04 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. |
Bethitha the Spiderbloom0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature +6% cold Res.pen +5% nature Melee Ret 4 nature ----- def ----- Resists +6% nature +12% temporal Pinning- +20% Knockbk- +24% Amulets make your neck look great! |
Emelydhevena0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9 Dex +3 Cun +16 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -8% Resists +31% light +6% temporal +28% darkness +6% nature HP.reg +4.00 Blind- +50% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +1.50 See.Invis +3 Amulets make your neck look great! |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
clarifying gold amulet of mastery (0.20 Demented / Madness)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +18% mind Confus- +24% ---------- misc Masteries +0.20 Demented/Madness Amulets make your neck look great! |
copper amulet0.1 T1 amulet jewelry [Normal] Amulets make your neck look great! |
copper amulet 'Yvyvena'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Dex +3 Wil +1 Con ---------- misc Light +3 Amulets make your neck look great! |
gold amulet 'Blindidol'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +8 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Melee Ret 10 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Defense +15 (+8 eff.) Amulets make your neck look great! |
grounding copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
starseer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) S.pwr/crit +4 Dmg.mod +5% darkness +5% temporal +4% light +6% physical ---------- misc Mana/turn +0.10 Max.mana +41.00 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
wanderer's steel amulet0.1 T2 amulet jewelry [Ego+] Master While equipped: Stats +4 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Elemental Fury0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Exiler0.1 T5 ring jewelry Reqs Level 35 [Unique] Arcane While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 15 temporal Dmg.mod +15% temporal +10% physical ----- def ----- Resists +15% temporal Anom.red +10 ---------- misc Cooldown Time Skip -1 Masteries +0.20 Chronomancy/Timetravel On Spell Hit: 10% Rethread 2 Attempt to inflict 105.31 temporal damage (based on Spellpower and Paradox, if any) on foes in a radius 2 ball out to range 5 (chance depends on rank, summons are always affected), removing any that survive from time for up to 1 turn(s). Uses 32 power out of 32/32 The chronomancer known as Solith was renowned across all of Eyal. He always seemed to catch his enemies alone. In the case of opponents who weren't alone, he had to improvise. This item has been sent to the Item's Vault. |
Galegolathalar0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +20.00% Spell.pwr +20 (+5 eff.) Dmg.mod +21% mind ----- def ----- Resists +15% acid +15% fire +18% lightning +16% cold ---------- misc Equi/ret +0.24 Mana/s.crit +2.00 Rings make your fingers look great! |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
copper ametrine ring0.1 T1 ring jewelry [Ego+] Nature While equipped: dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all ----- def ----- Resists +6% nature +5% blight Poison- +12% Disease- +13% Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
gladiator's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+3 eff.) Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +58.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
psionicist's gold ring of time (+11%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Mind.save +6 (+2 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+4 eff.) Rings make your fingers look great! |
rogue's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) Blind- +20% ---------- misc Infravis +3 See.Stealth +7 See.Invis +5 Rings make your fingers look great! |
titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +20.00 Disarm- +20% Pinning- +25% Knockbk- +20% Rings make your fingers look great! |
warrior's copper ring of corrosion (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +10% acid ----- def ----- Armour +6 Resists +20% acid Rings make your fingers look great! |
Poltergeist's Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +5% darkness +4% all Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 237.59 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Hariyahek (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Arcane Power 13.0 - 18.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +13% Undead While equipped: dps ---------- Dmg.mod +18% temporal Res.pen +10% temporal ----- def ----- Resists +20% blight +6% temporal Blunt and deadly. |
Searoracle (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature Power 26.0 - 36.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: Stats +8 Str +8 Dex +8 Mag +10 Wil +11 Cun +10 Con dps ---------- Dmg.mod +6% fire ----- def ----- Resists +6% mind +6% fire Blunt and deadly. |
Penitence (15-18 power, 4 apr, nature element)5.0 T2 staff 2H weapon [Unique] Arcane/Nature Power 15.0 - 18.0 Nature Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Spell.pwr +15 (+4 eff.) ----- def ----- Resists +30% blight +30% nature Affinity +20% nature Spell.save +15 (+5 eff.) ---------- misc Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+6 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
cashmere robe 'Lisyra' (0 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +2 Dex +6 Mag +9 Wil ----- def ----- Resists +9% darkness +11% all ---------- misc Mana/turn +0.19 Psi/turn +0.21 Psi/ret +0.08 Max.hate +4.00 Max.psi +40.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chillroar the pair of dwarven-steel boots (0 def, 9 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +3 Dex +3 Mag +3 Wil +3 Cun dps ---------- Dmg.mod +9% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to reduce armor by 41% ----- def ----- Armour +9 Fatigue +3% Resists +8% acid +8% fire +8% lightning +6% cold Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Frost Treads (1 def, 4 armour)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 (+1 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. |
undeterred pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +4 Fatigue +3% Silence- +20% Confus- +26% Stun/Frz- +27% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Kindlewreck (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Mag +5 Wil +2 Con dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 7 arcane 8 lightning Dmg.mod +5% arcane +4% lightning Melee Ret 6 arcane ----- def ----- Armour +2 Resists +5% lightning +3% fire +9% arcane Phys.save +13 (+5 eff.) Spell.save +4 (+1 eff.) Mind.save +6 (+2 eff.) Disarm- +24% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Adywyn the Dimpall (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +5 Fatigue +5% Resists +3% lightning +3% light +12% fire +5% arcane +6% acid ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Belaremina the cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +11 Cun +8 Wil dps ---------- Mind.crit +10% Dmg.mod +14% acid On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Defense +2 (+1 eff.) Resists +21% acid +9% fire +3% mind Mind.save +36 (+12 eff.) Confus- +20% Stun/Frz- +20% Hateful Whisper: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Infect a target's mind with a virulent whisper that deals 81 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
coruscating steel shield of the stars (0 def, 4 armour, 41 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Cun +3 Mag dps ---------- Dmg.mod +12% light +11% darkness Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% Resists +12% fire +10% light +10% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
warded dwarven-steel shield (0 def, 6 armour, 75 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Wards +4 lightning +4 temporal +3 darkness +4 fire +4 nature +4 blight +3 cold +5 arcane +5 light Talents +1 Ward +1 Block Handheld deflection devices. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
120 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 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. |
6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 150.05 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 150.05 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Blastresolve'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +15% lightning +5% cold ----- def ----- Resists +6% lightning +9% cold Max.HP +43.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Plumpkin Plumpkin15.0 T3 plant misc [Plot Item] Unknown While carried: dps ---------- Dmg.mod +2% all Against +20% Immovable Become the plumpkin. Uses 100 power out of 100/100 The legendary Plumpkin is finaly yours! It lashes at immovable foes with extreme force (+20% damage against immovables). |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
yew totem of thorny skin 'Duskmire' [power 43] (20 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Phys.save +6 (+2 eff.) Disease- +20% ---------- misc Infravis +1 Harden the skin for 7 turns increasing armour by 43 and armour hardiness by 50% Puts all charms on 20 cooldown 100% to gain a 16% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Sathir the Doomelf Cultist of Entropy level 32
5th Haze 123rd year of Ascendancy at 04:35 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Sathir the Doomelf Cultist of Entropy level 25
30th Pyre 123rd year of Ascendancy at 06:40 see stats
Against all odds
Killed Ukruk in the ambush.By Sathir the Doomelf Cultist of Entropy level 32
2nd Haze 123rd year of Ascendancy at 10:37 see stats
Ay ay captain!
Turn into a pirate!By Sathir the Doomelf Cultist of Entropy level 21
13rd Pyre 123rd year of Ascendancy at 14:10 see stats
Catch that Plumpkin!
Finish the Plumpkin event.By Sathir the Doomelf Cultist of Entropy level 21
6th Decay 122nd year of Ascendancy at 23:49 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Sathir the Doomelf Cultist of Entropy level 14
36th Dusk 122nd year of Ascendancy at 22:02 see stats
Exterminator
Killed 1000 creatures.By Sathir the Doomelf Cultist of Entropy level 18
24th Haze 122nd year of Ascendancy at 06:09 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Sathir the Doomelf Cultist of Entropy level 27
64th Pyre 123rd year of Ascendancy at 12:54 see stats
Hell has no fury like a demon scorned!
Escaped the Searing Halls.By Sathir the Doomelf Cultist of Entropy level 5
77th Pyre 122nd year of Ascendancy at 05:36 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sathir the Doomelf Cultist of Entropy level 25
30th Pyre 123rd year of Ascendancy at 03:10 see stats
Is that how it feels to be an escort quest?!
Got saved from death in the Godfeaster by Malyu and managed to escape.By Sathir the Doomelf Cultist of Entropy level 33
12nd Haze 123rd year of Ascendancy at 10:19 see stats
Level 10
Got a character to level 10.By Sathir the Doomelf Cultist of Entropy level 10
10th Mirth 122nd year of Ascendancy at 20:42 see stats
Level 20
Got a character to level 20.By Sathir the Doomelf Cultist of Entropy level 20
37th Haze 122nd year of Ascendancy at 13:13 see stats
Level 30
Got a character to level 30.By Sathir the Doomelf Cultist of Entropy level 30
76th Dusk 123rd year of Ascendancy at 03:09 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Sathir the Doomelf Cultist of Entropy level 26
52nd Pyre 123rd year of Ascendancy at 10:13 see stats
Once bitten, twice shy
Escaped the Anteroom of Agony.By Sathir the Doomelf Cultist of Entropy level 24
21st Pyre 123rd year of Ascendancy at 09:30 see stats
Poisonous
Sided with the assassin lord.By Sathir the Doomelf Cultist of Entropy level 20
59th Haze 122nd year of Ascendancy at 14:18 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Sathir the Doomelf Cultist of Entropy level 26
44th Pyre 123rd year of Ascendancy at 00:27 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Sathir the Doomelf Cultist of Entropy level 25
30th Pyre 123rd year of Ascendancy at 06:40 see stats
The secret city
Discovered the truth about mages.By Sathir the Doomelf Cultist of Entropy level 11
2nd Flare 122nd year of Ascendancy at 11:20 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Sathir the Doomelf Cultist of Entropy level 29
76th Dusk 123rd year of Ascendancy at 02:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Sathir the Doomelf Cultist of Entropy level 19
34th Haze 122nd year of Ascendancy at 19:32 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Sathir the Doomelf Cultist of Entropy level 31
1st Time of Equilibrium 123rd year of Ascendancy at 19:31 see stats
Log
You gain 25.00 gold from the transmogrification of Eilinirada the Blacksage (18/18, 52-72 power, 18 apr).
You gain 24.97 gold from the transmogrification of Durukalthokath the Tidewhisper (20 def, 8 armour).
You gain 5.62 gold from the transmogrification of enlightening stralite mail armour of natural resilience (4 def, 8 armour).
You gain 10.16 gold from the transmogrification of enlightening stralite mail armour of delving (4 def, 8 armour).
You gain 4.62 gold from the transmogrification of cleansing stralite mail armour of implacability (4 def, 14 armour).
You gain 1.89 gold from the transmogrification of spellwoven silk robe of frost (+13%) (0 def, 0 armour).
You gain 2.55 gold from the transmogrification of slime-covered stralite waraxe of massacre (38-54 power, 5 apr).
You gain 6.11 gold from the transmogrification of shimmering elven-wood vilestaff of warding (25-30 power, 5 apr, acid element).
You gain 7.12 gold from the transmogrification of imbued yew vilestaff of greater warding (20-24 power, 4 apr, fire element).
You gain 6.82 gold from the transmogrification of elven-wood magestaff of channeling (25-30 power, 5 apr, arcane element).
You gain 5.97 gold from the transmogrification of cruel elven-wood magestaff of warding (25-30 power, 5 apr, arcane element).
You gain 11.86 gold from the transmogrification of bloodlich's elven-wood starstaff (25-30 power, 5 apr, physical element).
You gain 9.09 gold from the transmogrification of hateful pulsing mindstar of nightfall (13-14 power, 32 apr, nature damage).
You gain 5.49 gold from the transmogrification of chilling stralite mace of rage (39-55 power, 5 apr).
You gain 9.17 gold from the transmogrification of balanced voratun longsword of evisceration (42-58 power, 6 apr).
You gain 9.49 gold from the transmogrification of caustic elven-wood longbow of dexterity (+6).
You gain 5.15 gold from the transmogrification of truestriking stralite greatsword (48-78 power, 3 apr).
You gain 5.76 gold from the transmogrification of balanced stralite greatsword (50-80 power, 3 apr).
You gain 12.34 gold from the transmogrification of Ulfymadir the dwarven-steel dagger (38-49 power, 7 apr).
You gain 1.91 gold from the transmogrification of blink rune (range 5; phase 18; cd 15).
You gain 0.63 gold from the transmogrification of healing infusion (heal 46; cd 10).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.
Personal New Achievement: Is that how it feels to be an escort quest?!!
Talent Prophecy of Ruin is ready to use.
There is a A gate into the old kingdom of Reknor here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).























































































































