










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 | Ogre |
| Class | Writhing One |
| Level / Exp | 30 / 93% |
| Size | huge |
| Lifes / Deaths | Killed by The Fragmented Essence of Harkor'Zun at level 17 on the 19th Haze 122nd year of Ascendancy at 05:05 0 / 7Killed by Grand Corruptor at level 19 on the 48th Haze 122nd year of Ascendancy at 11:03 Killed by Faanri the giant at level 19 on the 57th Haze 122nd year of Ascendancy at 16:29 Killed by Urkis, the High Tempest at level 23 on the 37th Regrowth 123rd year of Ascendancy at 16:33 Killed by armoured skeleton warrior at level 24 on the 55th Regrowth 123rd year of Ascendancy at 09:44 Killed by Lord of Skulls (warrior) at level 30 on the 1st Pyre 123rd year of Ascendancy at 23:57 Killed by orc cryomancer at level 30 on the 37th Pyre 123rd year of Ascendancy at 19:26 |
Primary Stats
| Strength | 28 (base 21) |
| Dexterity | 20 (base 12) |
| Constitution | 65 (base 49) |
| Magic | 88 (base 60) |
| Willpower | 17 (base 10) |
| Cunning | 18 (base 10) |
Resources
| Life | -357/1066 |
| Mana | 453/473 |
| Stamina | 220/220 |
| Insanity | 0/100 |
| Healing Factor | 1.3541355335885 |
| Regeneration | 0.33853388339713 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +11.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 11 |
| See Stealth | 15 |
| See Invisible | 24 |
Offense: Mainhand
| Damage | 116 |
| Accuracy | 39 |
| Crit Chance | 23% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 70 |
| Crit Chance | 52% |
| Speed | 1 |
Offense: Mind
| Mindpower | 29 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +77% |
| Light | +17% |
| Nature | +6% |
| Blight | +24% |
| Arcane | +22% |
| Mind | +6% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +20% |
| Light | +15% |
| Blight | +15% |
| Arcane | +11% |
| Mind | +10% |
| Nature | +15% |
Defense: Base
| Armour (hardiness) | 14 (35.65183292883%) |
| Defense | 44 |
| Ranged Defense | 44 |
| Fatigue | 0 |
| Physical Save | 44 |
| Spell Save | 43 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 44%( 70%) |
| Blight | + 35%( 70%) |
| Arcane | + 29%( 70%) |
| Cold | + 33%( 70%) |
| All | + 21%( 70%) |
| Lightning | + 32%( 70%) |
| Light | + 37%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 28%( 70%) |
| Darkness | + 53%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 31%( 70%) |
Defense: Immunities
| Stun Resistance | 50% |
| Disarm Resistance | 28% |
| Instadeath Resistance | 100% |
| Blind Resistance | 41% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 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 7 turns. While Heroism is active, you will only die when reaching -825 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 1651 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 462 life over 5 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 5/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 2/5 |
| 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 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the lone alchemist from death by fire drake hatchling. Escort: lone alchemist (level 2 of Daikara) | failed |
You failed to protect the lost sun paladin from death by multi-hued crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)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 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the lost warrior from death by Velabeth the ghoul. Escort: lost warrior (level 4 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You failed to protect the temporal explorer from death by Aletta Soultorn. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 8 of Dreadfell. Escort: worried loremaster (level 8 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed wretchling eyeball. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed black mamba head. * You've found the needed vampire lord fang. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed red crystal shard. * You've found the needed bear paw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
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 within | active |
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. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ce'Nyseba the pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Mag +4 Wil dps ---------- Spell.pwr +10 (+3 eff.) Dmg.mod +6% blight ----- def ----- Armour +4 Fatigue -2% Phys.save +5 (+2 eff.) ---------- misc Max.enc +24 Stam/turn +0.50 Max.stam +15.00 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Morningbone'1.0 T3 lite [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Spell.crit +4% Phys.pwr +25 (+5 eff.) Spell.pwr +5 (+2 eff.) Res.pen +15% light Apr +2 ----- def ----- Defense +5 (+2 eff.) Resists +8% blight +3% physical +10% darkness Crit.chn- 10.00% ---------- misc Light +4 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 30 cooldown Level 1.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 39 life. Creatures standing in the retch also have 9% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Camegorn (15 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +10 Con dps ---------- Phys.crit +4.0% Spell.crit +8% Phys.pwr +15 (+3 eff.) Apr +2 ----- def ----- Armour +8 Defense +15 (+5 eff.) Fatigue +4% ---------- misc Max.mana +40.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Gloomjeer [power 155] (16/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +20% darkness ----- def ----- Defense +10 (+3 eff.) Resists +5% arcane +9% acid Mind.save +15 (+7 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 155 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 17% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | conjurer's steel ring of darkness (+24%)0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings make your fingers look great! |
| On fingers | voratun ring 'Elolena'0.1 T5 ring jewelry [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Res.pen +10% mind +15% blight ----- def ----- Resists +20% acid +20% light +15% cold +6% blight +14% fire +9% mind +14% lightning Blind- +41% ---------- misc Infravis +6 See.Stealth +15 See.Invis +5 Rings make your fingers look great! |
| Around waist | Gloruta1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Mag +3 Con dps ---------- Spell.crit +3% Phys.pwr +8 (+2 eff.) S.pwr/crit +4 ----- def ----- Crit.chn- 5.00% Phys.save +8 (+3 eff.) ---------- misc Mana/s.crit +2.00 Size +1 A belt that goes around your waist. |
| In main hand | Healgore the elven-wood starstaff (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Random Unique] Arcane/Master Power 25.0 - 30.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +40.00% Spell.pwr +16 (+4 eff.) Melee+ 18 fire Dmg.mod +6% nature +25% darkness Res.pen +15% nature Melee Ret 2 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 17% ---------- misc Mana/turn +0.27 Max.mana +60.00 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Nerawe (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +7 Mag +3 Con dps ---------- Crit.mult +5.00% Mind.pwr +20 (+10 eff.) Dmg.mod +6% mind ----- def ----- Armour +2 Phys.save +17 (+6 eff.) Spell.save +5 (+2 eff.) Mind.save +8 (+4 eff.) Disarm- +28% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
| Cloak | Gloombrand (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +7% arcane +15% darkness Res.pen +11% arcane ----- def ----- Defense +2 (+1 eff.) Resists +3% blight +12% nature +6% darkness +5% arcane Max.HP +40.00 Disease- +20% ---------- misc Max.mana +64.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | savior's gold amulet of the eclipse0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 8 light 6 darkness Dmg.mod +7% light +7% darkness On Melee Ret: * 7% chance to reduce damage dealt by 17% * 8% chance to blind ----- def ----- Phys.save +12 (+4 eff.) Spell.save +10 (+4 eff.) Mind.save +12 (+6 eff.) Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 221; 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 221 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 wizard (heal 292; 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 instantly heal yourself for 292 then cleanse 1 wound, poison, and disease effect. 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. |
movement infusion of the psychic (speed 484%; 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 increase movement speed by 484% 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 wizard (speed 970%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 970% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the warrior (heal 184; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 184 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion of the psychic (res 19%; 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 19% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 23%; magical, mental; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 23% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. Press to compare to your current inscriptions |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Arcbore the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +2 Dex dps ---------- Dmg.mod +9% lightning +12% physical ----- def ----- Resists +1% physical Phys.save +11 (+4 eff.) Spell.save +14 (+5 eff.) Mind.save +14 (+7 eff.) ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Dimfurnace0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +25% acid +25% darkness Melee Ret 6 acid 4 darkness ----- def ----- Resists +13% fire +12% cold Amulets make your neck look great! |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 186 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Bleakmoon of the Blightspawn (54-81 power, 3 apr)5.0 T4 greatmaul 2H weapon Reqs Str 35 [Random Unique] Master/Psionic Power 54.0 - 81.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% Melee+ +8 acid On Crit.r2 +4 mind +8 acid On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +7 Str -5 Dex +5 Cun +6 Con dps ---------- Phys.pwr +13 (+3 eff.) Dmg.mod +3% acid +7% physical Res.pen +17% physical Acc +19 (+6 eff.) Melee Ret 6 mind ----- def ----- Resists +6% mind +3% acid Disarm- +42% Massive two-handed mauls. |
iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Rainspawn the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +5% nature ----- def ----- Resists +6% blight +6% cold +6% temporal HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
Uloregogrim the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Str +1 Mag ----- def ----- Resists +6% acid +2% physical HP.reg +6.00 Heal.mod +16% Silence- +20% A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +5% fire +5% cold A belt that goes around your waist. |
Lighthash the cashmere cloak (2 def, 15 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% light Res.pen +10% light ----- def ----- Armour +15 Defense +2 (+1 eff.) Resists +13% cold Crit.chn- 5.00% Mind.save +9 (+5 eff.) HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gladheta' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Con ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Max.HP +30.00 Blind- +20% ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
dreamer's cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature/Psionic While equipped: ----- def ----- Resists +9% blight +12% darkness +12% mind +11% all Phys.save +10 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +27 (+11 eff.) Max.HP +57.00 HP.reg +2.30 Heal.mod +14% The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eremykan the Dourvein (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 6 lightning 4 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Armour +3 Fatigue -6% Resists +9% darkness Phys.save +8 (+3 eff.) ---------- misc Max.enc +24 A pair of boots made of leather. |
Spideronslaught the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Psionic While equipped: Stats +2 Con +4 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +25% nature +7% physical Melee Ret 2 lightning ----- def ----- Armour +3 Resists +6% nature +15% temporal Def/telep +10 Res/telep +10% Dur/telep +10% Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 8 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Staredge the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: dps ---------- Mind.pwr +30 (+14 eff.) Dmg.mod +9% mind Res.pen +12% darkness +11% temporal Melee Ret 4 light ----- def ----- Armour +1 Resists +12% temporal +13% darkness +9% fire Def/telep +13 Res/telep +12% Dur/telep +12% ---------- misc Hate/m.crit +2.00 A pair of boots made of leather. |
Xanidassra the pair of hardened leather boots (20 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +4.0% Dmg.mod +12% physical ----- def ----- Armour +3 Defense +20 (+7 eff.) Resists +8% lightning +7% temporal ---------- misc Max.psi +20.00 A pair of boots made of leather. |
pair of rough leather boots 'Torchbloom' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Resists +18% fire +5% cold Crit.chn- 5.00% Mind.save +6 (+3 eff.) Die.at -60.00 life Heal.mod +10% A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -3% Phys.save +6 (+2 eff.) ---------- misc Max.enc +20 Stam/turn +0.50 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue -4% Phys.save +6 (+2 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
Camukor the Nimbuswind (0 def, 12 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +5 Str +2 Wil +12 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Armour +12 Hardiness +10% Resists +3% lightning +7% physical 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. |
Keruildil (20 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str +3 Con dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +10 (+3 eff.) Melee Ret 8 arcane 4 physical ----- def ----- Armour +2 Defense +20 (+7 eff.) Fatigue +3% Max.HP +20.00 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. |
Nedochak the Brightpiercer (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +3 Dex dps ---------- Dmg.mod +6% lightning +24% fire Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% ---------- misc Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Nyhek (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Dex +4 Mag +3 Cun dps ---------- Spell.crit +4% Res.pen +5% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+3 eff.) Spell.save +9 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.vim +30.00 Cooldown Double Strike -1 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. |
brawler's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Master While equipped: Stats +2 Str +3 Dex +4 Cun ----- def ----- Armour +2 Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -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. |
heroic dwarven-steel gauntlets of butchering (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +5 Fatigue +3% Resists +7% blight Spell.save +8 (+3 eff.) Mind.save +5 (+3 eff.) Max.HP +42.00 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. |
heroic hardened leather gloves of butchering (0 def, 6 armour)1.0 T2 hands armor [Ego++] Disrupt/Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +8 (+2 eff.) Apr +5 ----- def ----- Armour +6 Resists +7% blight Spell.save +14 (+5 eff.) Mind.save +5 (+3 eff.) Max.HP +46.00 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. |
rough leather gloves of spellstriking (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 arcane Dmg.mod +4% arcane ----- def ----- Armour +1 Resists +3% arcane 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. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 28.42 to 85.26 lightning damage (56.84 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Eilinywen (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +3% nature +6% light Cut- +20% ---------- misc Infravis +1 A cap made of leather. |
Emelolaith the Woewhisper (6 def, 5 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Cun dps ---------- Res.pen +5% darkness Acc +6 (+2 eff.) Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 17% On Melee Ret: * 16% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue +3% Resists +15% darkness ---------- misc Stam/ret +0.90 Equi/ret +1.30 Infravis +2 A cap made of leather. |
The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+8 eff.) ----- def ----- Defense +8 (+3 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 10.07 mind and 16.82 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 12% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 11. Terrified: Deals 2.12 mind and 3.54 darkness damage per turn and increases cooldowns by 19%. Haunted: Causes the target to suffer 4.08 mind and 6.82 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
Xyma (5 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Mind.crit +1% ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +4% Phys.save +6 (+2 eff.) Pinning- +20% Stun/Frz- +20% ---------- misc Psi/ret +0.04 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
grounding rough leather cap of dexterity (+2) (0 def, 1 armour)2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Dex ----- def ----- Armour +1 Fatigue +1% Resists +5% lightning +5% temporal A cap made of leather. |
The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
7 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. |
200 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
3 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Emelotira the alchemist's lamp1.0 T3 lite [Random Unique] Arcane/Master While equipped: dps ---------- Res.pen +10% acid +15% temporal Melee Ret 17 fire ----- def ----- Defense +25 (+8 eff.) Resists +3% light +8% fire HP.reg +2.00 Poison- +10% ---------- misc Light +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Issagaderain the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +4 Con ----- def ----- Resists +3% temporal +9% light +5% arcane Phys.save +7 (+3 eff.) Heal.mod +17% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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 139.63 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 139.63 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
alchemist's lamp 'Ravenstake'1.0 T3 lite [Rare] Psionic While equipped: Stats +5 Wil dps ---------- Dmg.mod +9% cold +10% mind +6% darkness Melee Ret 8 acid On Hit (Melee): * 20% chance to reduce armor by 42% ----- def ----- Resists +9% darkness ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
scorching brass lantern2.0 T1 lite [Ego] Arcane While equipped: dps ---------- Melee Ret 10 fire ----- def ----- Resists +5% fire ---------- 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
cleansing elm totem of healing [power 116] (16/15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
10 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. |
powerful ash wand of shielding [power 170] (16/20 cooldown)2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 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. |
3 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. |
5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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
A dangerous secret (Nightmare (Adventure) difficulty)
Found the mysterious staff and told Last Hope about it.By TimTheDreaming the Ogre Writhing One level 28
63rd Regrowth 123rd year of Ascendancy at 22:17 see stats
Against all odds (Nightmare (Adventure) difficulty)
Killed Ukruk in the ambush.By TimTheDreaming the Ogre Writhing One level 27
60th Regrowth 123rd year of Ascendancy at 13:31 see stats
Anti-Antimagic! (Nightmare (Adventure) difficulty)
Destroyed the Ziguranth camp with your Rhaloren allies.By TimTheDreaming the Ogre Writhing One level 23
51st Regrowth 123rd year of Ascendancy at 22:13 see stats
Brave new world (Nightmare (Adventure) difficulty)
Went to the Far East and took part in the war.By TimTheDreaming the Ogre Writhing One level 30
72nd Regrowth 123rd year of Ascendancy at 20:20 see stats
Destroyer's bane (Nightmare (Adventure) difficulty)
Killed Golbug the Destroyer.By TimTheDreaming the Ogre Writhing One level 29
68th Regrowth 123rd year of Ascendancy at 14:22 see stats
Earth Master (Nightmare (Adventure) difficulty)
Killed Harkor'Zun.By TimTheDreaming the Ogre Writhing One level 17
19th Haze 122nd year of Ascendancy at 08:24 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By TimTheDreaming the Ogre Writhing One level 22
31st Regrowth 123rd year of Ascendancy at 18:05 see stats
Eye of the storm (Nightmare (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By TimTheDreaming the Ogre Writhing One level 23
38th Regrowth 123rd year of Ascendancy at 12:25 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By TimTheDreaming the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 06:45 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By TimTheDreaming the Ogre Writhing One level 20
10th Regrowth 123rd year of Ascendancy at 04:47 see stats
Level 30 (Nightmare (Adventure) difficulty)
Got a character to level 30.By TimTheDreaming the Ogre Writhing One level 30
68th Regrowth 123rd year of Ascendancy at 14:22 see stats
Rescuer of the lost (Nightmare (Adventure) difficulty)
Rescued the merchant from the assassin lord.By TimTheDreaming the Ogre Writhing One level 19
63rd Haze 122nd year of Ascendancy at 14:29 see stats
Size is everything (Nightmare (Adventure) difficulty)
Did over 1500 damage in one attack.By TimTheDreaming the Ogre Writhing One level 25
55th Regrowth 123rd year of Ascendancy at 21:21 see stats
Size matters (Nightmare (Adventure) difficulty)
Did over 600 damage in one attack.By TimTheDreaming the Ogre Writhing One level 15
13rd Haze 122nd year of Ascendancy at 02:24 see stats
Sliders (Nightmare (Adventure) difficulty)
Activated a portal using the Orb of Many Ways.By TimTheDreaming the Ogre Writhing One level 30
68th Regrowth 123rd year of Ascendancy at 17:57 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By TimTheDreaming the Ogre Writhing One level 16
16th Haze 122nd year of Ascendancy at 03:18 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By TimTheDreaming the Ogre Writhing One level 8
77th Pyre 122nd year of Ascendancy at 01:07 see stats
The Rat Lich (Nightmare (Adventure) difficulty)
Killed the terrible Rat Lich.By TimTheDreaming the Ogre Writhing One level 16
16th Haze 122nd year of Ascendancy at 03:18 see stats
The Right thing to do (Nightmare (Adventure) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By TimTheDreaming the Ogre Writhing One level 15
14th Haze 122nd year of Ascendancy at 11:32 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By TimTheDreaming the Ogre Writhing One level 12
6th Flare 122nd year of Ascendancy at 22:43 see stats
The sky is falling! (Nightmare (Adventure) difficulty)
Saw a huge meteor falling from the sky.By TimTheDreaming the Ogre Writhing One level 19
47th Haze 122nd year of Ascendancy at 18:38 see stats
Treasure Hoarder (Nightmare (Adventure) difficulty)
Amassed 3000 gold pieces.By TimTheDreaming the Ogre Writhing One level 30
70th Regrowth 123rd year of Ascendancy at 14:32 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By TimTheDreaming the Ogre Writhing One level 21
23rd Regrowth 123rd year of Ascendancy at 21:13 see stats
Vampire crusher (Nightmare (Adventure) difficulty)
Destroyed the Master in its lair of the Dreadfell.By TimTheDreaming the Ogre Writhing One level 26
59th Regrowth 123rd year of Ascendancy at 12:38 see stats
Log
Talent Tendrils Eruption is ready to use.
Talent Carrion Feet is ready to use.
Orc blood mage's Blood Grasp hits TimTheDreaming for (35 to ice), 53 blight (53 total damage).
Orc blood mage receives 11 healing from Orc blood mage's Blood Grasp.
TimTheDreaming resists!
Elulaith the orc cryomancer resists!
A shield forms around Elulaith the orc cryomancer.
A shield forms around orc blood mage.
Elulaith the orc cryomancer's ice storm area effect hits Iceblock for 80 cold damage.
Orc blood mage receives 71 healing from Elulaith the orc cryomancer's healing light area effect.
Orc cryomancer's ice storm area effect hits TimTheDreaming for (22 to ice), 32 cold (32 total damage).
Orc cryomancer's ice storm area effect hits Elulaith the orc cryomancer for (34 to ice), 51 cold (51 total damage).
Elulaith the orc cryomancer casts Freeze.
Elulaith the orc cryomancer forces the iceblock to shatter.
Elulaith the orc cryomancer resists!
Elulaith the orc cryomancer is free from the ice.
Orc blood mage casts Blood Grasp.
TimTheDreaming uses Infusion: Wild.
TimTheDreaming lessens the pain.
TimTheDreaming casts Tendrils Eruption.
Talent Lash Out is ready to use.
Orc blood mage's Blood Grasp hits TimTheDreaming for (30 to ice), 45 blight (45 total damage).
Orc blood mage receives 14 healing from Orc blood mage's Blood Grasp.
Elulaith the orc cryomancer resists!
Elulaith the orc cryomancer's ice storm area effect hits Orc blood mage for (61 absorbed), 0 cold (0 total damage).
Elulaith the orc cryomancer receives 71 healing from Elulaith the orc cryomancer's healing light area effect.
Orc blood mage receives 71 healing from Elulaith the orc cryomancer's healing light area effect.
Orc cryomancer's ice storm area effect hits TimTheDreaming for (15 to ice), 23 cold (23 total damage).
Orc cryomancer's ice storm area effect hits Elulaith the orc cryomancer for (70 absorbed), 14 cold (14 total damage).
TimTheDreaming the level 30 ogre writhing one was frozen to death by an orc cryomancer on level 1 of Ambush!.
















































































































