










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Spell Merchants 1.7.6
Spawns 12 Merchants around the map that will sell Talents - Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue all items! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns. Sludgenest and Noxious Caldera will now spawn on the world map at level 1.
New Bosses:There are 8 new bosses/mini bosses that will spawn in the new dungeons (With custom sprites). Battle against powerful [spoiler]vampires, werewolves and wererats[/spoiler] in your journey to glory! Bosses drop gold on death *They will also spawn in Infinite Dungeon*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon Talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.
4. Will CONFLICT with any mods that change the world map file The only currently known conflicting mod is \"EXTRA DUNGEONS\"Note: Since Waladil will no longer be updating "Extra Dungeons" I decided to add Caldera and Sludgenest to the world map. If you like this addon please show your support by hitting that thumbs up button! I've currently spent 300+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements. Any and all bug reports and new suggestions are appreciated, this mod is where it's at thanks to community feedback!
Thank you for trying Spell Merchants, I hope you enjoy my mod :)
My other addons:
If you like this addon please consider rating it :) 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 1.7.4Combines 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: 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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:
Mighty Level Up Cheat 1.3.0Greatly enhances rate of point gain for talents, generics, stats, categories and even prodigies. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Madness Adventure |
Sex | Male |
Race | Dwarf |
Class | Bulwark |
Level / Exp | 50 / 2912% |
Size | huge |
Lifes / Deaths | Killed by Xuyalaith the honey tree at level 14 on the 31st Profit 122nd year of Ascendancy at 05:17 3 / 4Killed by shadow at level 21 on the 30th Loss 122nd year of Ascendancy at 03:45 Killed by Kruel at level 50 on the 26th Steel 126th year of Ascendancy at 13:51 Killed by Kruel at level 50 on the 9th Gold 126th year of Ascendancy at 08:02 |
Primary Stats
Strength | 254 (base 60) |
Dexterity | 148 (base 47) |
Constitution | 192 (base 32) |
Magic | 209 (base 60) |
Willpower | 149 (base 32) |
Cunning | 179 (base 50) |
Resources
Mana | 1019/1019 |
Psi | 219/219 |
Vim | 278/296 |
Life | 3229/3229 |
Positive | 197/197 |
Stamina | 589/589 |
Healing Factor | 1.7674476084806 |
Regeneration | 31.210483563082 |
Speed
Mental | +19.78069176408% |
Attack | 0% |
Movement | +25% |
Spell | +9.78069176408% |
Global | +100% |
Vision
Sight | 10 |
Lite | 15 |
Infravision | 9 |
See Stealth | 93.424523233689 |
See Invisible | 93.424523233689 |
Offense: Mainhand
Damage | 475 |
Accuracy | 105 |
Crit Chance | 132% |
APR | 55 |
Speed | 0.83 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 124 |
Crit Chance | 78% |
Speed | 0.91090699460066 |
Offense: Mind
Mindpower | 137 |
Crit Chance | 78% |
Speed | 1 |
Offense: Damage Bonus
Acid | +67% |
Blight | +53% |
Arcane | +62% |
Cold | +60% |
All | +50% |
Lightning | +80% |
Light | +90% |
Temporal | +62% |
Physical | +71% |
Darkness | +94% |
Fire | +112% |
Mind | +53% |
Offense: Damage Penetration
Acid | +47% |
Light | +87% |
Mind | +60% |
Physical | +68% |
Fire | +35% |
All | +35% |
Defense: Base
Armour (hardiness) | 253.43269240573 (100%) |
Defense | 131 |
Ranged Defense | 131 |
Fatigue | 0 |
Physical Save | 116 |
Spell Save | 116 |
Mental Save | 103 |
Defense: Resistances
Acid | + 53%( 70%) |
Blight | + 65%( 70%) |
Physical | + 53%( 70%) |
Cold | + 50%( 70%) |
All | + 45%( 70%) |
Darkness | + 68%( 70%) |
Light | + 70%( 70%) |
Temporal | + 56%( 70%) |
Mind | + 61%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Silence Resistance | 30% |
Confusion Resistance | 52% |
Fear Resistance | 30% |
Knockback Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 71% |
Inscriptions (5/5)
Infusions | Effective talent level: 2.5 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 1225 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: Wild GrowthUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 286.82 physical damage and 503.20 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. |
Runes | Effective talent level: 2.5 Rune: BlinkUse mode: Activated Range: 16 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to teleport up to 16 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 57%, your defense is increased by 57 and all your resistances by 57%. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 32 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 10 turns. While Heroism is active, you will only die when reaching -1221 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1221 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 2.5 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (91% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Cunning / Shadow magic | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Guardian | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Psionic / Absorption | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Bloodthirst | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Spell / Enhancement | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Superiority | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Corruption / Torture | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 1/5 |
Cursed / Gloom | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Corruption / Doom shield | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Radiance | 1.20 |
| 5/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Celestial / Chants | 1.20 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Oppression | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.50 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Cunning / Lethality | 1.20 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Scoundrel | 1.20 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Survival | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Shadow Feed |
talent | Shadow Combat |
talent | Shield Wall |
talent | Gloom |
talent | Charged Shield |
talent | Kinetic Shield |
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 |
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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You kept the Orb of Many Ways despite Tannen's request to study it. You must now look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to contact Zemekkys to ask some delicate questions. Tannen has tricked you! He swapped the orb for a false one that brought you to a demonic plane. Find the exit, and get revenge! Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by forest troll. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the injured seer from death by Mayetha the giant lightning ant. Escort: injured seer (level 3 of Old Forest) | failed |
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 Magic by +5. | done |
You failed to protect the lone alchemist from death by giant fire ant. Escort: lone alchemist (level 2 of Old Forest) | failed |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by fire drake (wild summon). Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the lost defiler from death by Xanona the elder vampire. Escort: lost defiler (level 5 of Dreadfell) | failed |
You failed to protect the lost warrior from death by Bethugarin the large white snake. Escort: lost warrior (level 2 of Dreadfell) | failed |
You failed to protect the temporal explorer from death by skeleton magus. Escort: temporal explorer (level 3 of Dreadfell) | failed |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. Limmir told you to look for the Valley of the Moon in the southern mountains. | active |
You were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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: 3113. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsHaving failed to gain admittance to the Brotherhood of the Alchemists, Stire of Derth no longer needs your help making the elixir of the fox. Stire of Derth has completed an elixir of precision without your aid. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of the savior. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived in time and interrupted the ritual. The sorcerers have departed. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | done |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle* You have closed a book of binding, it seems the whole castle had stabilized a little, there may be more books to close. * You have closed two books of binding, the castle is now stable and you should probably be able to access the last chapter. * You have killed the Glass Golem and claimed the castle treasures for yourself! | done |
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 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 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * You have destroyed Vor. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
Psionic focus | ![]() 3.0 Encumbrance T2 greatsword 2H weapon [Random Unique] Arcane/Master/Psionic Weapon Damage 22.5 - 36.0 Physical Uses 40% Wil, 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 darkness Damage Against +7% Living On-crit, radius 2 +4 nature On Hit: * Create an explosion dealing 174 acid damage (1/turn) While equipped: offense ------ Damage +14% acid +9% temporal Ignore resists +12% acid +7% physical Accuracy +7 (+1 eff.) Ignore Armor +9 defense ------ Resistance +6% nature +3% temporal Massive two-handed swords. |
Quiver | ![]() 3.0 Encumbrance T5 arrow ammo [Random Unique] Arcane/Master Weapon Damage 75.0 - 105.0 Physical Uses 40% Wil, 50% Str, 50% Mag 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +18 Critical Rate +24.0% Capacity 21 On-ranged-hit +20 acid +30 blight +16 lightning +28 mind On-Hit, radius 1 +4 lightning +16 acid On-crit, radius 2 +16 lightning +8 acid On Hit: 20% Curse of Impotence level 5 On Hit: * 32% chance to reduce armor by 56% * 45% chance to reduce strength, dexterity, and constitution by 45 On Critical: * Wound the target dealing 543 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
On hands | ![]() 1.0 Encumbrance T4 hands armor [Ego++] Master/Psionic While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con offense ------ Mindpower +8 (+1 eff.) On-Hit 40 mind 40 darkness On-Hit (Melee): * 24% chance to reduce all saves and defense by 60 defense ------ Armor +9 Mind save +7 (+1 eff.) Life +80.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 15 turn cooldown Effective talent level: 4.5 Power cost 15 out of 20/20. Range 6 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 6 for 7 turns. Any who stand upon it are weakened, reducing the damage they inflict by 47% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. This object's appearance was changed to dwarven-steel gauntlets. |
Light source | ![]() 1.0 Encumbrance T5 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Str offense ------ Damage +24% darkness Ignore resists +25% mind On-Hit (Melee): * 23% chance to reduce all saves and defense by 60 defense ------ Defense +13 (+1 eff.) Resistance +12% light Affinity +5% darkness Physical save +20 (+3 eff.) Spell save +20 (+3 eff.) Mind save +20 (+3 eff.) other ------- Light +10 Infravision +6 Moonlight Ray: Puts all charms on 6 turn cooldown Effective talent level: 5.5 Power cost 6 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 707.45 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 2.0 Encumbrance T3 head armor [Random Unique] Master While equipped: Stats +3 Str +5 Wil +8 Con offense ------ Physical Power +5 (+0 eff.) Damage +3% temporal When Hit 4 temporal On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 45 When Hit: * 31% chance to reduce strength, dexterity, and constitution by 45 * 37% chance to reduce damage dealt by 48% defense ------ Armor +3 Fatigue +3% Resistance +12% blight Mind save +8 (+1 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% A cap made of leather. This object's appearance was changed to Invisible. |
On feet | ![]() 3.0 Encumbrance T5 feet armor [Unique] Master While equipped: Stats +20 Str -6 Dex +10 Con offense ------ Physical Power +10 (+1 eff.) Damage +15% physical defense ------ Armor +20 Hardiness +20% Defense +8 (+1 eff.) Fatigue +12% Resistance +15% acid +15% physical Knockbk Resist +100% These titanic boots appear to have been carved from stone. They appear weathered and cracked, but easily deflect all blows. |
Tool | ![]() 2.0 Encumbrance T3 wand charm [Unique] Arcane While equipped: offense ------ Damage +10% light When Hit 18 light defense ------ Resistance +12% darkness +12% light Spell save +15 (+3 eff.) other ------- Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 465 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 26 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | ![]() 0.1 Encumbrance T5 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +15 Str +12 Dex +12 Mag +20 Wil +20 Cun +22 Con offense ------ Physical Crit +15.0% Spell Crit +15% Mind Crit +15% Mindpower +14 (+2 eff.) Damage +3% acid +30% all Accuracy +17 (+3 eff.) Ignore Armor +17 On-Hit (Melee): * 23% chance to reduce armor by 56% defense ------ Defense +17 (+2 eff.) Physical save +20 (+3 eff.) Unlife -40.00 life other ------- Max stamina +34.34 Disengage: Puts all charms on 8 turn cooldown Effective talent level: 3.5 Power cost 8 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 6 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 178% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: Stats +9 Str +9 Dex +14 Mag +9 Wil +15 Cun +14 Con offense ------ Physical Power +31 (+3 eff.) On-Hit 14 physical On-Ranged-Hit 22 physical Damage +10% lightning +37% fire +10% cold Ignore resists +26% physical Accuracy +31 (+5 eff.) On-Hit (Melee): * 16% chance to reduce all saves and defense by 60 * 21% chance to reduce damage dealt by 48% On-Hit (Ranged): * 16% chance to reduce all saves and defense by 60 defense ------ Armor +13 Defense +24 (+3 eff.) Resistance +3% all Physical save +24 (+4 eff.) Spell save +24 (+4 eff.) Mind save +24 (+4 eff.) other ------- Hate-on-crit +3.00 Max hate +11.00 Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Bleeding Edge: Puts all charms on 15 turn cooldown Effective talent level: 7.2 Power cost 15 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 184% weapon damage. If the attack hits, the target will bleed for 343% weapon damage over 7 turns, and all healing will be reduced by 77%. Rings make your fingers look great! |
Around neck | ![]() 0.1 Encumbrance T3 amulet jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +6 Mag +3 Wil +6 Cun +6 Con offense ------ Physical Crit +1.0% Mindpower +8 (+1 eff.) Move Speed +10% Damage +3% mind +6% physical defense ------ Defense +21 (+3 eff.) Fatigue -6% Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +12 (+2 eff.) Unlife -40.00 life Life Regen +1.00 Confus Resist +12% other ------- Stamina/turn +0.70 Psi when Hit +0.12 Amulets make your neck look great! |
In main hand | ![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +29 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% On-hit +16 blight On Critical: * Wound the target dealing 543 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Dex offense ------ Physical Crit +15.0% Physical Power +13 (+1 eff.) Combat Speed +10% Damage +3% blight +12% fire Accuracy +25 (+4 eff.) When Hit 11 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 45 defense ------ Resistance +6% blight One-handed war axes. |
Around waist | ![]() 1.0 Encumbrance T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +60 Str +63 Dex +55 Mag +67 Wil +71 Cun +84 Con offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +10% Physical Power +14 (+1 eff.) Move Speed +15% Damage +20% lightning +20% all Ignore resists +10% all Against +45% Summoned Accuracy +25 (+4 eff.) When Hit 6 fire defense ------ Armor +11 Defense +44 (+6 eff.) Resistance +10% darkness +25% nature +10% cold +30% mind +5% all Crit Resistance 23.00% Damage Avoidance +8% Resist Against +45% Summoned Affinity +20% lightning Physical save +50 (+7 eff.) Spell save +44 (+7 eff.) Mind save +57 (+9 eff.) Unlife -60.00 life Life +109.00 Confus Resist +30% Fear Resist +30% other ------- Max stamina +30.30 Light +2 Size +1 A belt that goes around your waist. |
In off hand | ![]() 7.0 Encumbrance T5 shield armor [Random Unique] Arcane/Nature When used to Attack: Weapon Damage 68.5 - 82.2 Physical Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +200 On-hit +20 light +17 darkness +20 nature While equipped: Stats +4 Str +13 Mag +7 Cun +3 Con offense ------ Damage +20% darkness +12% fire +12% arcane +17% light defense ------ Armor +10 Fatigue +8% Resistance +17% temporal +20% darkness +19% blight +20% nature +20% light Life +107.00 other ------- Infravision +3 Talents +1 Block Temporal Shield: (Instant) Puts all charms on 22 turn cooldown Effective talent level: 3.5 Power cost 22 out of 30/30. Range 10 Cooldown: 18 Travel.spd instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (568) is absorbed, or the time runs out (8 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | ![]() 2.0 Encumbrance T3 cloak armor [Unique] Arcane While equipped: Stats +6 Str +9 Dex +6 Mag +6 Wil +6 Cun +6 Con defense ------ Defense +4 (+0 eff.) Deflect Projectile +25% Slow Projectiles +20% Silence Resist +30% Evasion: (Instant) Effective talent level: 3.5 Power cost 37 out of 50/50. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 40% chance to evade melee and ranged attacks and 56 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. This object's appearance was changed to Invisible. |
Main armor | ![]() 17.0 Encumbrance T5 massive armor [Unique] Arcane While equipped: Stats +15 Str +25 Mag offense ------ Spellpower +25 (+4 eff.) defense ------ Armor +60 Defense +40 (+5 eff.) Fatigue +70% Resistance +20% all Physical save +35 (+5 eff.) Spell save +35 (+6 eff.) Life +270.00 Life Regen +10.00 Stun Resist +60% 15% chance when hit to shatter reality around you creating rifts to help you (free cast of a Reality Fracture talent, level 4). This effect has a 30 turns cooldown. If your constitution drops below requirement while using it, it is so heavy you will automatically unequip it. Beware. This 'armour' seems to mostly consist of chunks of a rune etched stone somehow fused with a highly flexible black mesh. The titanic pieces of stone would undoubtedly deflect any blow thrown at you, but you would need obscene strength just to move while wearing this. The glyphs and runes carved into the chunks sometimes light up of their own accord, letting out small bursts of magic. |
Inventory
![]() 0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (91% of a turn) Is: a spell Description: Inflicts 1208.52 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 Encumbrance tome scroll [Plot Item] Unknown Summon Limmir the jeweler at the center of the lake of the moon. Uses 1 power out of 1/1 Magical scrolls can have wildly different effects! |
![]() 1.0 Encumbrance orb jewelry [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
![]() 0.1 Encumbrance T2 ring jewelry [Unique] Nature/Master While equipped: Stats +6 Str +2 Dex +2 Mag +6 Wil +2 Cun +2 Con offense ------ Damage +8% nature +8% physical defense ------ Resistance +10% nature Physical save +8 (+1 eff.) Life Regen +3.00 Healmod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats +10 Cun +9 Wil offense ------ Critical power +15.00% On-Hit 23 physical On-Ranged-Hit 22 physical On-Hit (Melee): * 15% chance to reduce all saves and defense by 60 On-Hit (Ranged): * 15% chance to reduce all saves and defense by 60 defense ------ Physical save +14 (+2 eff.) Spell save +11 (+2 eff.) Mind save +23 (+4 eff.) other ------- Hate-on-crit +3.00 Max hate +18.00 Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 turn cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 Encumbrance T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con other ------- Talents +1 Cauterize You have set the ring to grant you Cauterize! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Psionic/Unknown Weapon Damage 47.0 - 65.8 Physical Uses 50% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +20 Critical Rate +7.0% Attack Speed 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: offense ------ Mindpower +9 (+1 eff.) Damage +8% mind defense ------ Mind save -30 (-6 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane Weapon Damage 47.0 - 65.8 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +12.0% Attack Speed 100% On Critical: * release a burst of light and dark damage (scales with Magic) While equipped: Stats +4 Str +4 Mag +4 Cun offense ------ Spell Crit +4% Spellpower +12 (+2 eff.) Damage +18% darkness +18% light other ------- Light +1 The blade of this sword seems to have been forged of a mixture of voratun and stralite, resulting in a blend of swirling light and darkness. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon [Unique] Arcane Weapon Damage 40.0 - 48.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +10.0% Attack Speed 100% On-Hit, radius 1 +25 blight On Hit: 10% Curse of Death level 3 On Hit: 10% Curse of Vulnerability level 3 While equipped: offense ------ Spellpower +20 (+3 eff.) Damage +20% blight On Spell Hit: 10% Curse of Impotence level 3 On Spell Hit: 10% Curse of Defenselessness level 3 The land withers and crumbles wherever this cursed axe rests. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Rare] Arcane Weapon Damage 41.0 - 57.4 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +31 Critical Rate +7.0% Attack Speed 100% Ignore Shields +20% On-hit +32 darkness On-Hit, radius 1 +32 mind +16 temporal On-crit, radius 2 +16 nature On Hit: * 30% chance to slow global speed by 92% * 30% chance to reduce damage dealt by 48% While equipped: offense ------ Damage +48% fire When Hit 16 fire defense ------ Resistance +9% nature +24% temporal One-handed war axes. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Psionic Weapon Damage 40.0 - 56.0 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 174 damage On Critical: * Splash the target with acid dealing 291 damage over 5 turns and reducing armor and accuracy by 37 While equipped: Stats +4 Cun offense ------ Critical power +5.00% Mindpower +30 (+4 eff.) When Hit 4 blight One-handed war axes. This object's appearance was changed to stralite waraxe. |
![]() 3.0 Encumbrance T5 waraxe 1H weapon [Random Unique] Arcane/Master Weapon Damage 38.0 - 53.2 Physical Uses 40% Wil, 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +7.0% Attack Speed 100% On-hit +20 blight +30 cold On Hit: 20% Epidemic level 5 On Hit: * 20% chance to reduce strength, dexterity, and constitution by 45 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +15.0% Damage +6% arcane defense ------ Resistance +9% temporal +3% fire +6% nature +6% arcane Unlife -99.92 life Disease Resist +35% One-handed war axes. |
![]() 7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 57.0 - 68.4 Stunning fire Uses 40% Wil, 50% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +7.0% Block +235 Damage Conversion 50% darkness On Hit: * releases a burst of dark fire, dealing damage equal to your magic stat While equipped: offense ------ Spellpower +8 (+1 eff.) When Hit 24 darkness 24 fire defense ------ Armor +18 Defense +8 (+1 eff.) Ranged Defense +12 (+1 eff.) Fatigue +25% Resistance +20% darkness +35% fire other ------- Talents +1 Block This rugged stone shield flickers with bursts of pitch black flame. |
![]() 7.0 Encumbrance T5 shield armor [Unique] Arcane When used to Attack: Weapon Damage 50.0 - 60.0 Temporal Uses 40% Wil, 70% Mag, 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +4.5% Block +325 On Hit: 25% Turn Back the Clock level 3 While equipped: offense ------ Spellpower +12 (+2 eff.) defense ------ Armor +4 Defense +8 (+1 eff.) Ranged Defense +10 (+1 eff.) Resistance +30% temporal Damage Reduction +20 all Spell save +20 (+3 eff.) Slow Projectiles +50% other ------- Talents +1 Block Some mad Chronomancer appears to have affixed a handle to this hole in spacetime. It looks highly effective, in its own strange way. |
![]() 14.0 Encumbrance T5 heavy armor [Unique] Nature While equipped: Stats +6 Str +6 Wil +4 Cun +10 Lck defense ------ Armor +14 Defense +10 (+1 eff.) Fatigue +16% Resistance +20% lightning +20% physical +20% cold +20% fire +20% acid Blind Resist +50% Stun Resist +25% Knockbk Resist +50% other ------- Telepathy Dragon Cooldown Ice Breath -3 Lightning Breath -3 Sand Breath -3 Fire Breath -3 Corrosive Breath -3 This dragon scale harness shines with multiple colors, quickly shifting through them in a seemingly chaotic manner. |
![]() 14.0 Encumbrance T5 heavy armor [Random Unique] Arcane/Psionic While equipped: Stats +7 Str +9 Mag +18 Wil +13 Cun offense ------ Physical Crit +8.0% Spell Crit +9% Mind Crit +9% Physical Power +22 (+2 eff.) Spellpower +22 (+3 eff.) Mindpower +24 (+3 eff.) Damage +9% light +9% blight When Hit 4 light defense ------ Armor +19 Defense +18 (+2 eff.) Fatigue +12% Resistance +17% lightning +9% blight Mind save +46 (+7 eff.) other ------- Light +3 A suit of armour made of mail. This object's appearance was changed to Iron Mail of Bloodletting. |
![]() 2.0 Encumbrance T5 head armor [Unique] Arcane While equipped: Stats +10 Mag +10 Wil offense ------ Spellpower +15 (+2 eff.) Mindpower +15 (+2 eff.) On-Hit 10 acid 10 fire 10 lightning 10 cold Damage +25% acid +25% fire +25% cold +25% lightning defense ------ Armor +10 Fatigue +5% Resistance +25% acid +25% fire +25% cold +25% lightning This jeweled crown shimmers with colors. |
![]() 3.0 Encumbrance T3 head armor [Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil defense ------ Armor +12 Fatigue +8% Resistance +15% mind +10% arcane +15% light Life Regen +2.00 It can be used without being worn. Sense the presence of unique objects. Uses 15 power out of 20/20 A large crown, part metallic part glass that radiates with psionic powers. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Item imbue powers: Defense +4 (+0 eff.) Physical save +4 (+0 eff.) Spell save +4 (+1 eff.) Mind save +4 (+0 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Item imbue powers: Defense +6 (+0 eff.) Physical save +6 (+1 eff.) Spell save +6 (+1 eff.) Mind save +6 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+1 eff.) Spell save +8 (+1 eff.) Mind save +8 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Armor +4 Resistance +4% all Item imbue powers: Armor +4 Resistance +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+2 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Stun Resist +60% Item imbue powers: Stun Resist +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red gem [Normal] While equipped: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Item imbue powers: Physical Crit +5.0% Spell Crit +5% Mind Crit +5% Damage +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Item imbue powers: Defense +10 (+1 eff.) Physical save +10 (+1 eff.) Spell save +10 (+2 eff.) Mind save +10 (+1 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 white gem [Normal] While equipped: Armor +5 Resistance +5% all Item imbue powers: Armor +5 Resistance +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 22 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +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. |
![]() 0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Psionic While equipped: Stats +9 Wil offense ------ Spell Crit +5% Ignore resists +10% arcane When Hit 10 blight defense ------ Defense +10 (+1 eff.) Resistance +15% fire Physical save +15 (+2 eff.) Spell save +15 (+3 eff.) Mind save +15 (+2 eff.) other ------- Mana/turn +0.20 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 3.0 Encumbrance animal misc [Unique] Nature Invoke your inner bearness. Uses 73 power out of 100/100 The very essence of bearness! |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 146 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 Encumbrance T4 totem charm [Unique] Nature While equipped: Stats +5 Str offense ------ Damage +5% physical defense ------ Resistance +10% nature Physical save +10 (+1 eff.) Life Regen +0.15 Healmod +10% other ------- Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
![]() 2.0 Encumbrance T5 wand charm [Unique] Arcane While equipped: Stats +8 Mag offense ------ Spellpower +10 (+2 eff.) Damage +12% darkness +12% temporal When Hit 16 void defense ------ Resistance +10% darkness +10% temporal Release a radius 2 burst of void energy at up to range 5, dealing 500.58 temporal and 599.46 darkness damage (based on Magic). Uses 15 power out of 40/40 This jagged shape looks like a hole in space, yet it is solid, though light in weight. |
![]() 2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
![]() 2.0 Encumbrance T4 forbidden tome [Unique] Unknown Read the book. A gross tome of lost knowledge. Even touching it makes you feel sick. |
![]() 2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Kruel the Dwarf Bulwark level 48
4th Steel 124th year of Ascendancy at 01:54 see stats
By Kruel the Dwarf Bulwark level 50
4th Iron 125th year of Ascendancy at 10:34 see stats
By Kruel the Dwarf Bulwark level 48
31st Iron 124th year of Ascendancy at 17:46 see stats
By Kruel the Dwarf Bulwark level 39
28th Loss 123rd year of Ascendancy at 05:48 see stats
By Kruel the Dwarf Bulwark level 50
38th Stralite 125th year of Ascendancy at 21:45 see stats
By Kruel the Dwarf Bulwark level 50
13rd Voratun 125th year of Ascendancy at 13:59 see stats
By Kruel the Dwarf Bulwark level 50
17th Steel 126th year of Ascendancy at 07:37 see stats
By Kruel the Dwarf Bulwark level 50
38th Steel 125th year of Ascendancy at 13:58 see stats
By Kruel the Dwarf Bulwark level 50
6th Dearth 124th year of Ascendancy at 10:59 see stats
By Kruel the Dwarf Bulwark level 7
23rd Voratun 122nd year of Ascendancy at 09:03 see stats
By Kruel the Dwarf Bulwark level 50
12nd Gold 124th year of Ascendancy at 11:28 see stats
By Kruel the Dwarf Bulwark level 50
5th Iron 125th year of Ascendancy at 21:04 see stats
By Kruel the Dwarf Bulwark level 50
13rd Voratun 125th year of Ascendancy at 11:00 see stats
By Kruel the Dwarf Bulwark level 34
39th Stralite 123rd year of Ascendancy at 21:41 see stats
By Kruel the Dwarf Bulwark level 23
9th Shortage 122nd year of Ascendancy at 21:56 see stats
By Kruel the Dwarf Bulwark level 38
1st Loss 123rd year of Ascendancy at 15:27 see stats
By Kruel the Dwarf Bulwark level 43
18th Iron 124th year of Ascendancy at 02:00 see stats
By Kruel the Dwarf Bulwark level 37
3rd Wealth 123rd year of Ascendancy at 18:50 see stats
By Kruel the Dwarf Bulwark level 50
13rd Voratun 125th year of Ascendancy at 15:10 see stats
By Kruel the Dwarf Bulwark level 10
2nd Acquisition 122nd year of Ascendancy at 05:10 see stats
By Kruel the Dwarf Bulwark level 20
34th Dearth 122nd year of Ascendancy at 10:49 see stats
By Kruel the Dwarf Bulwark level 30
5th Steel 123rd year of Ascendancy at 22:17 see stats
By Kruel the Dwarf Bulwark level 40
5th Shortage 123rd year of Ascendancy at 04:27 see stats
By Kruel the Dwarf Bulwark level 50
31st Steel 124th year of Ascendancy at 07:46 see stats
By Kruel the Dwarf Bulwark level 50
3rd Iron 125th year of Ascendancy at 04:14 see stats
By Kruel the Dwarf Bulwark level 50
19th Gold 126th year of Ascendancy at 02:09 see stats
By Kruel the Dwarf Bulwark level 38
27th Wealth 123rd year of Ascendancy at 12:55 see stats
By Kruel the Dwarf Bulwark level 34
39th Stralite 123rd year of Ascendancy at 01:24 see stats
By Kruel the Dwarf Bulwark level 24
15th Iron 123rd year of Ascendancy at 15:31 see stats
By Kruel the Dwarf Bulwark level 50
35th Steel 125th year of Ascendancy at 10:45 see stats
By Kruel the Dwarf Bulwark level 6
19th Voratun 122nd year of Ascendancy at 03:40 see stats
By Kruel the Dwarf Bulwark level 39
5th Shortage 123rd year of Ascendancy at 04:01 see stats
By Kruel the Dwarf Bulwark level 50
2nd Iron 125th year of Ascendancy at 01:37 see stats
By Kruel the Dwarf Bulwark level 38
8th Loss 123rd year of Ascendancy at 11:37 see stats
By Kruel the Dwarf Bulwark level 15
33rd Profit 122nd year of Ascendancy at 08:53 see stats
By Kruel the Dwarf Bulwark level 50
26th Dearth 125th year of Ascendancy at 04:44 see stats
By Kruel the Dwarf Bulwark level 50
1st Iron 125th year of Ascendancy at 16:36 see stats
By Kruel the Dwarf Bulwark level 27
21st Iron 123rd year of Ascendancy at 02:31 see stats
By Kruel the Dwarf Bulwark level 20
35th Dearth 122nd year of Ascendancy at 12:07 see stats
By Kruel the Dwarf Bulwark level 47
31st Iron 124th year of Ascendancy at 13:05 see stats
By Kruel the Dwarf Bulwark level 50
4th Iron 125th year of Ascendancy at 11:02 see stats
Log
Poisoned deep water poisons Kruel!
Poisoned deep water hits Kruel for (1 to psi shield), 1 nature (1 total damage).
Kruel is less impervious to physical effects.
Ran for 2 turns (stop reason: taken damage).
Kruel become impervious to physical effects.
Kruel is poisoned!
Poisoned deep water hits Kruel for (1 to psi shield), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Talent Pain Enhancement System is ready to use.
Poison from Poisoned deep water hits Kruel for (1 to psi shield), 0 nature (0 total damage).
Ran for 2 turns (stop reason: taken damage).
Poison from Poisoned deep water hits Kruel for (1 to psi shield), 1 nature (1 total damage).
Ran for 3 turns (stop reason: taken damage).
Poison from Poisoned deep water hits Kruel for (1 to psi shield), 1 nature (1 total damage).
Kruel stops being poisoned.
Kruel is less impervious to physical effects.
Ran for 3 turns (stop reason: interesting terrain).
Ran for 7 turns (stop reason: interesting terrain).
There is a Passage to the caverns here (press '' or right click to use).
There is an exit to the lost valley here (press '' or right click to use).
You feel a thrill of terror and your heart begins to pound in your chest. You feel terribly threatened upon entering this area.