










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! Auto Talent Assistant 1.7.4Chinese tutorial End-game video Simple example video The interface description is a little bit more detailed Update: V2.2.0 v2.0.5 The content of this update is still in the video link, starting from p23 Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Automatic Talent Gambits 1.7.4Allows customization of automatic talent usage in the style of FF XII gambits. Version 1.4.0 includes the following fixes and improvements: 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:
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:
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 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.
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Start Selector 1.5.5Allows characters created in the AoA campaign to access special starting zones normally restricted by race and/or class. After the character is created and the level-up screen closed, a dialog will offer the option to transfer to one of the following starting zones (and gain associated quests, etc): Sunwall. (Celestial Human/Elf Start) Notes: Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Writhing One |
| Level / Exp | 29 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Weirdling Beast at level 17 on the 14th Profit 122nd year of Ascendancy at 23:47 0 / 7Killed by Geriba the dredge at level 20 on the 44th Profit 122nd year of Ascendancy at 06:24 Killed by Aletta Soultorn at level 24 on the 15th Loss 122nd year of Ascendancy at 22:20 Killed by searing horror at level 25 on the 16th Loss 122nd year of Ascendancy at 18:51 Killed by Xeruthra the elven mage at level 26 on the 27th Loss 122nd year of Ascendancy at 14:51 Killed by Rolaar the dwarf at level 27 on the 28th Shortage 122nd year of Ascendancy at 21:35 Killed by Lord of Skulls (warrior) at level 29 on the 11st Gold 123rd year of Ascendancy at 11:52 |
Primary Stats
| Strength | 38 (base 28) |
| Dexterity | 21 (base 10) |
| Constitution | 54 (base 53) |
| Magic | 72 (base 42) |
| Willpower | 33 (base 10) |
| Cunning | 30 (base 10) |
Resources
| Life | -127/883 |
| Mana | 263/383 |
| Insanity | 24/100 |
| Healing Factor | 1.2997803169825 |
| Regeneration | 2.9245057132107 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +31.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
Offense: Mainhand
| Damage | 158 |
| Accuracy | 39 |
| Crit Chance | 18% |
| APR | 24 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 65 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Nature | +6% |
| Darkness | +18% |
| Fire | +20% |
| Cold | +15% |
| Blight | +31% |
| Arcane | +9% |
| Mind | +43% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +15% |
| Mind | +30% |
| Arcane | +10% |
| Fire | +20% |
| Nature | +25% |
Defense: Base
| Armour (hardiness) | 8 (35.65183292883%) |
| Defense | 35 |
| Ranged Defense | 35 |
| Fatigue | 0 |
| Physical Save | 33 |
| Spell Save | 40 |
| Mental Save | 52 |
Defense: Resistances
| Arcane | + 24%( 70%) |
| Cold | + 29%( 70%) |
| All | + 21%( 70%) |
| Darkness | + 32%( 70%) |
| Light | + 24%( 70%) |
| Temporal | + 34%( 70%) |
| Mind | + 23%( 70%) |
| Fire | + 61%( 70%) |
| Nature | + 29%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Confusion Resistance | 0% |
| Pinning Resistance | 20% |
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 345 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 92 with a minimum range of 15. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
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 | active |
You successfully escorted the injured seer to the recall portal on level 1 of Dreadfell. Escort: injured seer (level 1 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Heart of the Gloom. Escort: lost warrior (level 1 of Heart of the Gloom)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Dreadfell. Escort: lost warrior (level 4 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 7 of Dreadfell. Escort: repented thief (level 7 of Dreadfell)As a reward you improved Dexterity 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. | active |
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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. | 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 AlchemistsMarus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed naga tongue. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Agrimley the hermit in creating an elixir of explosive force. 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! | active |
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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | 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 | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | 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 157.89 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 157.89 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. |
| On head | Decayed Visage (0 def, 0 armour)1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +5 Mag +8 Wil +3 Cun dps ---------- Spell.crit +2% Mind.pwr +5 (+2 eff.) Dmg.mod +10% blight +5% arcane Res.pen +15% darkness Melee Ret 10 vim draining blight On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +3% light ---------- misc Max.vim +25.00 Vimsense: Level 2.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 5 turns, in a radius of 10. The evil touch will reduce their blight resistance by 15% and all saves by 26, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. |
| Tool | Totorach the ash totem of healing [power 194] (9/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Spell.crit +2% Crit.mult +5.00% Dmg.mod +9% blight +15% mind Res.pen +10% arcane ----- def ----- Spell.save +12 (+4 eff.) Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown 100% to heal for 38. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Bleaktrial the steel ring0.1 T2 ring jewelry [Random Unique] Master While equipped: dps ---------- Dmg.mod +6% darkness Acc +8 (+2 eff.) Apr +7 On Hit (Melee): * 10% chance to reduce armor by 40% ----- def ----- Defense +7 (+3 eff.) Max.HP +22.00 HP.reg +2.00 Disarm- +20% Pinning- +20% Stun/Frz- +21% Knockbk- +20% 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 143% 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 | conjurer's copper ring of misery0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil +2 Cun dps ---------- Spell.pwr +6 (+1 eff.) Melee+ 8 physical Ranged+ 9 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 23 On Hit (Ranged): * 10% chance to reduce all saves and defense by 23 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around waist | Wretchwar1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +4 Dex +2 Wil +4 Cun dps ---------- Dmg.mod +6% nature +3% mind Res.pen +10% mind +25% nature ----- def ----- Resists +12% mind Phys.save +14 (+7 eff.) Spell.save +13 (+4 eff.) Mind.save +10 (+3 eff.) A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 39.24 arcane and 42.65 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge Bone Armour: Level 3.0 Pwr.cost 19 out of 9/19. Range melee/personal Travel.spd instantaneous Description: Creates a shield of bones, absorbing 386 damage. Lasts for 10 turns. The total damage the shield can absorb increases with your Dexterity. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| On hands | spellstreaming hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +5% Spell.pwr +10 (+2 eff.) Melee+ 4 arcane Dmg.mod +4% arcane ----- def ----- Armour +2 Resists +4% arcane ---------- misc Mana/turn +0.19 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+6 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
| Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +1 Cun +1 Dex dps ---------- Acc +6 (+2 eff.) Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +14% darkness +16% temporal Def/telep +15 Res/telep +11% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+11 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Inventory
healing infusion of the titan (heal 167; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 167 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the warrior (heal 125; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 125 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 499%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 499% 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 Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 636%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 636% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 30%; mental; dur 4; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Elixir of Explosive Force0.0 potion [Plot Item] Nature Permanently increase your chance to critically strike with spells by 4%. A vial of churning orange fluid. |
blink rune of the warrior (range 6; phase 19; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Anisus the gold amulet0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Mind.crit +7% ----- def ----- Resists +12% acid +3% physical +5% arcane +6% lightning Phys.save +6 (+3 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Masteries +0.24 Demented/Beyond sanity Amulets make your neck look great! |
Manaresin the Lightwyrd0.1 T3 amulet jewelry [Rare] Master While equipped: Stats +2 Cun +3 Wil dps ---------- Crit.mult +10.00% Dmg.mod +9% light +6% mind Melee Ret 8 light ---------- misc Masteries +0.27 Demented/Disfigured face Amulets make your neck look great! |
Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+3 eff.) Unleash a destructive wail, destroying terrain and dealing 466.00 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 60/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
steel amulet of vision0.1 T2 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +10% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane While equipped: ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
gladiator's copper ring of luminosity0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Str +3 Mag +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 13 light Ranged+ 12 light Dmg.mod +11% light Rings make your fingers look great! |
solipsist's gold ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Rings make your fingers look great! |
solipsist's stralite ring of fire (+26%)0.1 T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.pwr +11 (+5 eff.) Dmg.mod +13% fire ----- def ----- Resists +26% fire Rings make your fingers look great! |
steel ring 'Emathra'0.1 T2 ring jewelry [Rare] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +6% cold +12% mind +4% physical Spell.save +18 (+6 eff.) HP.reg +4.00 Blind- +20% ---------- misc Light +1 See.Invis +6 Rings make your fingers look great! |
steel ring of life0.1 T2 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +45.00 HP.reg +7.00 Heal.mod +12% Rings make your fingers look great! |
Golden Three-Edged Sword 'The Truth' (49-78 power, 9 apr)12.0 T3 greatsword 2H weapon [Unique] Psionic Power 49.0 - 78.4 Physical Uses 50% Mag, 129% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +9.0% Atk.spd 100% Melee+ +49 light +49 darkness On Hit: * 9% chance to stun or confuse the target The wise ones say that truth is a three-edged sword. And sometimes, the truth hurts. |
acidic dwarven-steel greatsword of erosion (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego] Arcane/Nature Power 35.0 - 56.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 nature On Crit: * Splash the target with acid dealing 179 damage over 5 turns and reducing armor and accuracy by 23 Massive two-handed swords. |
arcing steel greatsword of erosion (24-38 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane/Nature Power 23.5 - 37.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage Massive two-handed swords. |
dwarven-steel greatsword 'Belonne' (36-58 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane Power 36.0 - 57.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 blight +14 temporal On Hit.r1 +12 fire On Crit: * Splash the target with acid dealing 179 damage over 5 turns and reducing armor and accuracy by 23 While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +12% blight Melee Ret 6 blight ----- def ----- Resists +12% temporal Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +2.00 Massive two-handed swords. |
balanced iron longsword of massacre (16-22 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Master Power 16.0 - 22.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +22% Sharp, long, and deadly. |
iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
acidic iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 179 damage over 5 turns and reducing armor and accuracy by 23 Blunt and deadly. |
arcing dwarven-steel mace of paradox (26-36 power, 4 apr)3.0 T3 mace 1H weapon [Ego] Arcane Power 25.5 - 35.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +7 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 107 damage While equipped: ----- def ----- Resists +6% temporal Blunt and deadly. |
Rootwar the steel waraxe (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +4 lightning +16 nature On Crit.r2 +8 nature While equipped: dps ---------- Melee Ret 8 nature One-handed war axes. |
arcing dwarven-steel waraxe of vileness (17-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 17.0 - 23.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 30 * 25% chance for lightning to strike from the target to a second target dealing 107 damage One-handed war axes. |
balanced iron waraxe of massacre (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Master Power 16.5 - 23.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +21% One-handed war axes. |
truestriking stralite waraxe of massacre (38-52 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Master Power 37.5 - 52.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +11 (+3 eff.) Apr +9 One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
blurring rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) ----- def ----- Defense +10 (+5 eff.) Stealth +6 A belt that goes around your waist. |
grounding rough leather belt of life1.0 T1 belt armor [Ego] Nature While equipped: ----- def ----- Resists +5% lightning +5% temporal HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
insulating rough leather belt of the mystic1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+0 eff.) ----- def ----- Resists +6% fire +6% cold Mind.save +5 (+2 eff.) A belt that goes around your waist. |
thick linen cloak of the Shaloren (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +11% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +3% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Chargereek (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +4% mind +3% acid Res.pen +10% lightning Melee Ret 8 acid ----- def ----- Armour +2 Resists +6% lightning +3% acid +6% darkness +7% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Erelasathel the drakeskin leather gloves (20 def, 7 armour)1.0 T4 hands armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Spell.pwr +30 (+7 eff.) Acc +20 (+6 eff.) ----- def ----- Armour +7 Defense +20 (+8 eff.) Resists +9% nature Cut- +20% ---------- misc Max.mana +60.00 Max.vim +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Layuvea the Dourstinger (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +5 Str +4 Dex +2 Wil +6 Con dps ---------- Dmg.mod +9% darkness Res.pen +5% darkness ----- def ----- Armour +2 Crit.chn- 5.00% Disarm- +28% ---------- misc Light +2 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Boltvein' (0 def, 4 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +11 (+2 eff.) Res.pen +5% lightning ----- def ----- Armour +4 Resists +3% acid Poison- +20% Stun/Frz- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
steady drakeskin leather gloves of sorrow (0 def, 3 armour)1.0 T4 hands armor [Ego+] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 32 mind 16 darkness Acc +8 (+2 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Armour +3 Phys.save +6 (+3 eff.) Mind.save +1 (+0 eff.) Disarm- +22% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
voratun gauntlets 'Coalrebel' (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +4 Mag dps ---------- Dmg.mod +6% acid +6% fire +10% arcane Res.pen +25% acid +10% fire Melee Ret 2 darkness ----- def ----- Armour +3 Fatigue +5% Resists +9% acid +12% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Aletta's Diadem (0 def, 0 armour)2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+6 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 107.70 mind damage and cripples the target's higher mental functions, reducing cunning by 9 and confusing (26% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
Crown of Burning Pain (11 def, 0 armour)4.0 T3 head armor [Unique] Arcane While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +30% fire ----- def ----- Defense +11 (+5 eff.) Fatigue +4% Resists +30% fire Meteor Rain: Level 2.0 Pwr.cost 30 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 84.49 fire and 70.41 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
Cyrath (16 def, 9 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +5% Spell.pwr +15 (+3 eff.) Dmg.mod +3% physical ----- def ----- Armour +9 Defense +16 (+7 eff.) Fatigue +3% Resists +4% all Phys.save +9 (+4 eff.) Spell.save +6 (+2 eff.) A cap made of leather. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+4 eff.) Mind.save +12 (+4 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Gloryba the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Dex +4 Mag +4 Wil +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% cold Crit.chn- 5.00% ---------- misc Breathe water A cap made of leather. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
grounding rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
linen wizard hat 'Flashkiss' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% blight +3% fire Res.pen +10% fire Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +1 (+0 eff.) Resists +12% fire +6% cold A pointy cloth hat, very wizardly... |
marauder's reinforced leather armour of the hero (14 def, 7 armour)9.0 T4 light armor [Ego++] Arcane/Nature/Master While equipped: Stats +13 Str +10 Dex +5 Mag +6 Wil +7 Cun ----- def ----- Armour +7 Defense +14 (+6 eff.) Fatigue +8% Phys.save +16 (+7 eff.) Max.HP +33.00 A suit of armour made of leather. |
3 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. |
526 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. |
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. |
8 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. |
3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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. |
5 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 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. |
miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
2 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. |
3 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 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Glora the Flashquencher2.0 T1 lite [Rare] Nature While equipped: Stats +1 Cun +1 Wil ----- def ----- Resists +6% light +3% fire Max.HP +41.00 ---------- misc Max.psi +20.00 Light +4 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
The Cog The Cog0.0 T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
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. |
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 241/400 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. |
Flarewrecker [power 240] (9/15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% fire Melee Ret 4 fire ----- def ----- Resists +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 240 physical damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
4 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. |
2 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. |
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. |
2 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
Curse Lifter (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By TimTRIESHISBESTOKAY the Drem Writhing One level 18
30th Profit 122nd year of Ascendancy at 08:00 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By TimTRIESHISBESTOKAY the Drem Writhing One level 21
43rd Dearth 122nd year of Ascendancy at 21:34 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By TimTRIESHISBESTOKAY the Drem Writhing One level 27
2nd Shortage 122nd year of Ascendancy at 02:07 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By TimTRIESHISBESTOKAY the Drem Writhing One level 10
24th Voratun 122nd year of Ascendancy at 22:48 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By TimTRIESHISBESTOKAY the Drem Writhing One level 20
43rd Profit 122nd year of Ascendancy at 10:29 see stats
Savior of the damsels in distress (Nightmare (Adventure) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By TimTRIESHISBESTOKAY the Drem Writhing One level 26
28th Loss 122nd year of Ascendancy at 10:19 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By TimTRIESHISBESTOKAY the Drem Writhing One level 17
13rd Profit 122nd year of Ascendancy at 04:09 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By TimTRIESHISBESTOKAY the Drem Writhing One level 23
12nd Loss 122nd year of Ascendancy at 02:22 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By TimTRIESHISBESTOKAY the Drem Writhing One level 7
18th Voratun 122nd year of Ascendancy at 22:43 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By TimTRIESHISBESTOKAY the Drem Writhing One level 11
30th Voratun 122nd year of Ascendancy at 12:54 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By TimTRIESHISBESTOKAY the Drem Writhing One level 15
10th Profit 122nd year of Ascendancy at 23:50 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By TimTRIESHISBESTOKAY the Drem Writhing One level 18
41st Profit 122nd year of Ascendancy at 22:31 see stats
Log
The Master casts Rigor Mortis.
TimTRIESHISBESTOKAY feels death coming!
Lord of Skulls (warrior) uses Overpower.
Melee retaliation hits Lord of Skulls (warrior) for (5 absorbed), 0 blight, (8 absorbed), 0 fire, (5 absorbed), 0 blight, (8 absorbed), 0 fire, (5 absorbed), 0 blight, (8 absorbed), 0 fire (0 total damage).
Lord of Skulls (warrior) hits TimTRIESHISBESTOKAY for 121 physical, 10 lightning, 11 acid, 51 physical, 15 lightning, 57 physical, 15 lightning (279 total damage).
The Master hits TimTRIESHISBESTOKAY for 101 cold, 97 darkness (198 total damage).
Ghast starts to bleed black blood.
Ghast hits TimTRIESHISBESTOKAY for 30 physical damage.
Melee retaliation hits Ghast for 5 blight, 8 fire (13 total damage).
Talent Dissolved Face is ready to use.
Talent Rune: Teleportation is ready to use.
Talent Carrion Feet is ready to use.
Rotting Disease from Elder vampire hits TimTRIESHISBESTOKAY for 6 blight damage.
The Master casts Black Ice.
Skeleton mage casts Manathrust.
Black Blood Bleeding from TimTRIESHISBESTOKAY hits The Master for 9 darkness damage.
Tentacle Constriction from TimTRIESHISBESTOKAY hits The Master for 104 darkness, 2 physical, 1 arcane (108 total damage).
Skeleton mage hits Ghast for 0 arcane damage.
Skeleton mage hits TimTRIESHISBESTOKAY for 116 arcane damage.
The Master hits TimTRIESHISBESTOKAY for 67 cold damage.
Elder vampire is free from the epidemic.
Black Blood Bleeding from TimTRIESHISBESTOKAY hits Elder vampire for 9 darkness damage.
Black Blood Bleeding from TimTRIESHISBESTOKAY hits Ghast for 11 darkness damage.
Black Blood Bleeding from TimTRIESHISBESTOKAY hits Lord of Skulls (warrior) for (11 absorbed), 0 darkness (0 total damage).
Lord of Skulls (warrior) performs a melee critical strike against TimTRIESHISBESTOKAY!
Melee retaliation hits Lord of Skulls (warrior) for (5 absorbed), 0 blight, (8 absorbed), 0 fire (0 total damage).
Lord of Skulls (warrior) hits TimTRIESHISBESTOKAY for 108 physical, 10 lightning, 12 acid (130 total damage).
TimTRIESHISBESTOKAY the level 29 drem writhing one was scalded to death by a Lord of Skulls (warrior) on level 9 of Dreadfell.
Space restabilizes around you.
The Master is free from the tentacle constriction.
























































































































