











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. 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.
Escorts Enhanced CN 1.5.10Escorts Enhanced Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ancient-Automated-Teacher PLUS 1.7.4Ancient-Automated-Teacher PLUS! Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering: - Spawn entrance the tinker's master cave without escort quest
- Re-Add hand tinker: 1H Weapon Automaton This addon also support KOREAN Translation!Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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 | Insane Adventure |
| Sex | Male |
| Race | Drem |
| Class | Sun Paladin |
| Level / Exp | 28 / 85% |
| Size | medium |
| Lifes / Deaths | Killed by Salath the copperhead snake at level 24 on the 6th Stralite 123rd year of Ascendancy at 01:04 3 / 3Killed by Adikira the rattlesnake at level 25 on the 8th Stralite 123rd year of Ascendancy at 03:31 Killed by Ce'Nirenne the elven mage at level 28 on the 40th Stralite 123rd year of Ascendancy at 05:37 |
Primary Stats
| Strength | 64 (base 60) |
| Dexterity | 20 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 79 (base 56) |
| Willpower | 36 (base 10) |
| Cunning | 28 (base 10) |
Resources
| Life | 921/921 |
| Mana | 392/392 |
| Stamina | 246/246 |
| Positive | 131/131 |
| Healing Factor | 1.3245771506545 |
| Regeneration | 17.550647246172 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -66.666666666667% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| See Stealth | 10 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 143 |
| Accuracy | 46 |
| Crit Chance | 35% |
| APR | 31 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +17% |
| Light | +26% |
| Physical | +21% |
| Blight | +9% |
| Arcane | +9% |
| Mind | +12% |
| All | +6% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +9% |
Defense: Base
| Armour (hardiness) | 51 (30%) |
| Defense | 19 |
| Ranged Defense | 19 |
| Fatigue | 9 |
| Physical Save | 28 |
| Spell Save | 30 |
| Mental Save | 21 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Arcane | + 23%( 70%) |
| Cold | + 36%( 70%) |
| All | + 14%( 70%) |
| Darkness | + 25%( 70%) |
| Light | + 65%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 15%( 70%) |
| Lightning | + 24%( 70%) |
| Fire | + 45%( 70%) |
| Mind | + 19%( 70%) |
Defense: Immunities
| Confusion Resistance | 20% |
| Silence Resistance | 44% |
| Instadeath Resistance | 100% |
| Blind Resistance | 27% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 495 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 67 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 7 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 7 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 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 10 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 22% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 4/5 |
| Celestial / Combat | 1.40 |
| 2/5 |
| 2/5 |
| 1/5 |
| 4/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
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 grave | active |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Arcane Eye (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Old Forest. Escort: repented thief (level 3 of Old Forest)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 19. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed naga tongue. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed electric eel tail. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed snow giant kidney. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed bear paw. * You've found the needed vial of greater demon bile. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You 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 within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Chalekath the Brightenvy (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +15% physical ----- def ----- Armour +7 Fatigue -3% Resists +6% light Phys.save +9 (+5 eff.) Die.at -80.00 life ---------- misc Max.enc +23 Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Earadunahad' (0 def, 14 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +14 Fatigue +4% Resists +5% cold +5% arcane +6% temporal Die.at -40.00 life Max.HP +100.00 ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | alchemist's hardened leather gloves of spellstriking (0 def, 2 armour)1.0 T2 hands armor [Ego++] Arcane While equipped: Stats +8 Mag +7 Wil dps ---------- Spell.pwr +6 (+2 eff.) Melee+ 3 acid 4 lightning 5 fire 8 arcane 4 cold Dmg.mod +3% arcane ----- def ----- Armour +2 Resists +5% arcane Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Str, 50% Mag 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 ice +9 lightning +11 fire +10 arcane +9 acid On Hit: 10% Manathrust 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | voratun torque of gale force 'Negadan' [power 320] (15 cooldown)2.0 T5 torque charm [Rare] Psionic While equipped: Stats +1 Str +3 Wil ----- def ----- Resists +3% temporal +3% fire Confus- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Project a gust of wind in a cone knocking all creatures back 11 spaces and dealing 387 physical damage Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | stralite garnet ring0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Cun +4 Dex dps ---------- Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Acc +9 (+3 eff.) ----- def ----- Max.HP +69.00 HP.reg +13.00 Heal.mod +17% Rings make your fingers look great! |
| On fingers | Cuthyzor0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Mag +1 Wil +8 Cun dps ---------- Mind.crit +1% Crit.mult +15.00% Spell.pwr +5 (+2 eff.) Mind.pwr +15 (+7 eff.) Acc +7 (+2 eff.) ----- def ----- Blind- +27% ---------- misc Infravis +3 See.Stealth +10 See.Invis +8 Rings make your fingers look great! |
| Around neck | Cuthohad the gold amulet0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con +6 Wil dps ---------- Dmg.mod +6% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 23 ----- def ----- Resists +14% fire +14% cold ---------- misc Masteries +0.10 Cunning/Survival +0.10 Celestial/Combat Amulets make your neck look great! |
| In main hand | stralite longsword 'Charbone' (32-46 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Master/Psionic Power 32.5 - 45.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +16 fire On Hit.r1 +8 lightning +16 fire On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Phys.crit +9.0% Crit.mult +25.00% Res.pen +9% physical Acc +13 (+4 eff.) Apr +17 Sharp, long, and deadly. |
| Around waist | rough leather belt 'Hazebringer'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) Res.pen +10% blight Melee Ret 6 temporal ----- def ----- Resists +6% cold Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
| In off hand | dwarven-steel shield 'Betaldassra' (0 def, 18 armour, 33-40 power, 121 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Arcane When used to Attack: Power 33.0 - 39.6 Physical Uses 50% Mag, 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +121 Melee+ +14 acid On Crit.r2 +17 light +22 fire While equipped: Stats +2 Con dps ---------- Dmg.mod +3% blight On shield block: * Deals 142 light and fire damage to each enemy blocked On Melee Ret: * 15% chance to reduce armor by 37% ----- def ----- Armour +18 Fatigue +8% Resists +16% acid +19% fire +20% light +13% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Splendouroath (2 def, 10 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +21.00% Acc +8 (+3 eff.) Apr +9 ----- def ----- Armour +10 Defense +2 (+1 eff.) Resists +12% lightning +1% physical +6% mind +3% light Crit.chn- 10.00% Stealth +11 Silence- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe 'Yareyon' (10 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Mag +10 Wil +3 Cun dps ---------- Spell.crit +7% Spell.pwr +20 (+6 eff.) S.pwr/crit +4 Dmg.mod +10% light +11% darkness ----- def ----- Defense +10 (+5 eff.) Resists +11% all Crit.chn- 15.00% Max.HP +60.00 Silence- +34% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.20 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion (heal 56; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 56 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion (heal 55; cd 10)0.1 infusion scroll [Normal] 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 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion (die at -248; dur 6; cd 33)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 33 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -248 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 248 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the psychic (die at -351; dur 6; cd 30)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -351 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 351 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. 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 674%; 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 674% 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 663%; 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 663% 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 (heal 459; 16 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 459 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; mental; dur 4; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 17% for 4 turns. Also removes cross-tier effects of the affected types for free. 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 (res 18%; magical, physical; dur 3; cd 13)0.1 infusion scroll [Normal] 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 cure yourself of one random magical and physical effect and reduce all damage taken by 18% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 (res 17%; physical; dur 2; cd 14)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 17% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
blink rune of the sneak (range 5; phase 13; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the warrior (range 7; phase 18; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 18%, your defense is increased by 18 and all your resistances by 18%. 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. Press to compare to your current inscriptions |
shatter afflictions rune of the wizard (absorb 135; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd 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 135 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 424; dur 4; cd 15)0.1 rune scroll [Ego] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 424 damage for 4 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Blindbile0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Cun dps ---------- Dmg.mod +3% mind Melee Ret 4 cold ----- def ----- Resists +15% light ---------- misc Hate/m.crit +1.00 Amulets make your neck look great! |
copper amulet 'Frostbringer'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% blight +9% cold Res.pen +5% blight +10% cold ----- def ----- Resists +10% fire +11% cold Amulets make your neck look great! |
mindweaver's copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature/Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Mind.save +6 (+3 eff.) Blind- +13% Confus- +12% ---------- misc Infravis +3 Sight +2 See.Invis +6 Amulets make your neck look great! |
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 (+8 eff.) Spell.save +15 (+7 eff.) Mind.save -7 (-6 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. |
Xanylralaith the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.crit +5.0% Phys.pwr +10 (+2 eff.) ----- def ----- Resists +2% physical Mind.save +12 (+6 eff.) ---------- misc Psi/ret +0.08 Masteries +0.22 Celestial/Guardian Amulets make your neck look great! |
clarifying steel amulet of strength (+3)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
steel amulet of soulsearing0.1 T2 amulet jewelry [Ego+] Arcane While equipped: dps ---------- Crit.mult +11.00% Spell.pwr +7 (+3 eff.) Dmg.mod +7% blight +6% fire Amulets make your neck look great! |
Xerutira0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +10 (+5 eff.) ----- def ----- Defense +15 (+8 eff.) Resists +12% blight Phys.save +6 (+3 eff.) Poison- +10% Silence- +10% Confus- +20% Amulets make your neck look great! |
gold amulet of manastreaming0.1 T3 amulet jewelry [Ego+] Arcane While equipped: Stats +3 Mag dps ---------- S.pwr/crit +3 ---------- misc Mana/turn +0.25 Max.mana +20.00 Amulets make your neck look great! |
gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +16% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
savior's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +12 (+6 eff.) Spell.save +11 (+5 eff.) Mind.save +10 (+5 eff.) Amulets make your neck look great! |
serendipitous gold amulet0.1 T3 amulet jewelry [Ego+] Nature While equipped: Stats +9 Lck dps ---------- Acc +8 (+3 eff.) ----- def ----- Defense +7 (+4 eff.) Unseen.red 12% Amulets make your neck look great! |
copper ring 'Windwrest'0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Res.pen +5% fire Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 50% * 10 arcane resource burn ----- def ----- Resists +22% lightning +6% cold +3% darkness Rings make your fingers look great! |
copper ring of luminosity0.1 T1 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag dps ---------- Melee+ 12 light Ranged+ 10 light Dmg.mod +11% light Rings make your fingers look great! |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +6% nature +6% blight Poison- +11% Disease- +11% Rings make your fingers look great! |
warrior's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 13.45 cold and 15.35 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
savior's steel ring of arcana (+0.13/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +8 (+4 eff.) Silence- +20% ---------- misc Mana/turn +0.13 Rings make your fingers look great! |
steel ring 'Emelorenne'0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Wil dps ---------- Spell.pwr +10 (+4 eff.) ----- def ----- Mind.save +6 (+3 eff.) HP.reg +2.00 Blind- +20% Confus- +24% Stun/Frz- +21% ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Infravis +3 See.Stealth +5 See.Invis +7 Rings make your fingers look great! |
Sootbraze the gold ring0.1 T3 ring jewelry [Rare] Arcane While equipped: Stats +4 Str +8 Dex +3 Wil dps ---------- Dmg.mod +15% darkness ----- def ----- Blind- +31% ---------- misc Infravis +5 See.Stealth +13 See.Invis +12 Rings make your fingers look great! |
gold ring of power0.1 T3 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +7 (+4 eff.) Rings make your fingers look great! |
marksman's gold ring0.1 T3 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) Rings make your fingers look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-6 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Ce'Nodanor the Rotsever0.1 T4 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Melee Ret 10 nature ----- def ----- Resists +10% blight +12% cold +9% nature +9% darkness Crit.chn- 5.00% Heal.mod +10% Poison- +14% Disease- +22% Stun/Frz- +10% Rings make your fingers look great! |
bloodlich's elven-wood starstaff of wizardry (25-30 power, 5 apr, temporal element)5.0 T4 staff 2H weapon [Ego++] Arcane 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: Stats +8 Mag +3 Wil +5 Cun +4 Con dps ---------- Spell.crit +4% Crit.mult +14.00% Spell.pwr +14 (+5 eff.) Dmg.mod +25% temporal ---------- misc N.En/turn +0.20 Vim/s.crit +6.00 Max.mana +45.00 Max.vim +28.00 Max.N.En +35.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff of breaching (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego+] Arcane 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 +4% Spell.pwr +12 (+4 eff.) Dmg.mod +25% lightning Res.pen +12% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dragonbone starstaff of wizardry (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +5% Spell.pwr +21 (+6 eff.) Dmg.mod +30% temporal ---------- misc Max.mana +87.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking voratun battleaxe (58-87 power, 4 apr)3.0 T5 battleaxe 2H weapon [Ego+] Master Power 58.0 - 87.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% While equipped: dps ---------- Res.pen +14% physical Acc +23 (+8 eff.) Apr +14 Massive two-handed battleaxes. |
stralite greatsword 'Greenterror' (46-74 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Master Power 46.5 - 74.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% On Hit: * 20% chance to slow global speed by 50% While equipped: Stats +6 Cun dps ---------- Mind.pwr +25 (+10 eff.) Dmg.mod +9% nature Res.pen +16% all Acc +23 (+8 eff.) Apr +17 ----- def ----- Resists +6% nature ---------- misc Max.psi +50.00 See.Invis +9 Massive two-handed swords. |
Bleakviper (51-71 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Master Power 51.0 - 71.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +9.0% Atk.spd 100% Melee+ +16 darkness While equipped: dps ---------- Phys.pwr +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +1% physical ---------- misc Max.stam +10.00 Sharp, long, and deadly. |
truestriking voratun longsword of evisceration (43-60 power, 6 apr)3.0 T5 longsword 1H weapon [Ego++] Master Power 43.0 - 60.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+1 eff.) Res.pen +7% physical Acc +15 (+5 eff.) Apr +8 Sharp, long, and deadly. |
Balemadur the stralite mace (38-52 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Nature/Master Power 37.5 - 52.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 298 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +9 Str +7 Dex +10 Mag +7 Wil +7 Cun +7 Con dps ---------- Phys.crit +9.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) S.pwr/crit +2 Res.pen +15% acid Acc +13 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +40% ---------- misc Mana/s.crit +2.00 Blunt and deadly. |
Boryroddaran (44-61 power, 18 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master Power 43.5 - 60.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +18 Crit +2.5% Atk.spd 100% Phasing +18% While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +9% physical Acc +15 (+5 eff.) Apr +3 ----- def ----- Phys.save +9 (+5 eff.) ---------- misc Stam/turn +1.00 Max.stam +20.00 Blunt and deadly. |
Delerain the dwarven-steel waraxe (18-26 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 18.5 - 25.9 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+ +10 cold On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +15 (+3 eff.) Res.pen +10% physical ----- def ----- Armour +6 One-handed war axes. |
Betuyavea (20-26 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Nature Power 20.0 - 26.0 Physical Uses 50% Str, 50% Mag, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit.r2 +56 fire While equipped: dps ---------- Mind.crit +6% Crit.mult +20.00% All.spd +6% Res.pen +17% fire On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 15.00% ---------- misc Equi/ret +0.16 Max.psi +50.00 Sharp, short and deadly. |
mighty reinforced leather sling of lightning4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +13 lightning While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) Dmg.mod +15% lightning Slings are used to hurl stones or metal shots at your foes. |
pouch of stralite shots (19/19, 44-52 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Normal] Power 43.5 - 52.2 Physical Uses 70% Dex, 50% Mag, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +5 Crit +5.5% Capacity 19 Shots are used with slings to pummel your foes to death. |
dreamer's cashmere robe of power (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +12 (+4 eff.) Dmg.mod +9% all ----- def ----- Resists +12% darkness +12% mind +11% all Phys.save +12 (+6 eff.) Spell.save +10 (+5 eff.) Mind.save +24 (+12 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dispeller's silk robe of the mind (+8%) (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane/Psionic While equipped: dps ---------- Dmg.mod +14% mind ----- def ----- Resists +8% lightning +7% light +8% darkness +6% cold +10% blight +9% fire +14% mind +13% all Phys.save +14 (+7 eff.) Spell.save +22 (+10 eff.) Mind.save +17 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Arcane While equipped: Stats +3 Cun dps ---------- Spell.crit +6% Spell.pwr +7 (+3 eff.) Dmg.mod +6% light +14% darkness ----- def ----- Resists +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lisemira the Quenchkiss (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Melee+ 12 acid 10 fire Res.pen +10% cold Melee Ret 10 acid 10 fire 6 cold ----- def ----- Armour +14 Defense +3 (+2 eff.) Fatigue +5% Resists +13% acid +14% fire +5% mind Phys.save +7 (+4 eff.) Mind.save +13 (+6 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of command (12 def, 20 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +20 Defense +12 (+6 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
prismatic stralite mail armour of implacability (4 def, 15 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: ----- def ----- Armour +15 Defense +4 (+2 eff.) Fatigue +4% Resists +11% light +12% darkness Phys.save +9 (+5 eff.) A suit of armour made of mail. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Abysshunter1.0 T3 belt armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil dps ---------- Crit.mult +10.00% ----- def ----- Defense +5 (+3 eff.) Resists +12% fire Mind.save +11 (+5 eff.) Max.HP +40.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Urolathavon the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Cun +1 Con ----- def ----- Resists +6% mind +9% cold Max.HP +80.00 HP.reg +1.60 Heal.mod +15% Cut- +20% A belt that goes around your waist. |
Choledor the Brightgrind (1 def, 10 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Dmg.mod +18% light ----- def ----- Armour +10 Defense +1 (+1 eff.) Spell.save +12 (+6 eff.) Mind.save +18 (+9 eff.) Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
cashmere cloak 'Dawnjustice' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 50% ----- def ----- Defense +2 (+1 eff.) Resists +6% blight +6% acid Phys.save +7 (+4 eff.) Mind.save +8 (+4 eff.) Die.at -50.00 life Max.HP +35.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of fog (9 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +9 (+5 eff.) Resists +12% light +18% fire Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
spellstreaming rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +5 (+2 eff.) ----- def ----- Armour +1 ---------- misc Mana/turn +0.14 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Melee+ +4 arcane On Hit: 10% Elemental Bolt 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Baruyanarikhad the dwarven-steel gauntlets (0 def, 10 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +14 Cun dps ---------- Mind.crit +2% Melee+ 10 physical Dmg.mod +6% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +10 Fatigue +3% ---------- misc Hate/m.crit +2.00 Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Str, 40% Dex, 50% Mag 40% Cun Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit.r1 +10 physical On Crit.r2 +11 physical On Hit: 10% Sand Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
heroic voratun gauntlets (0 def, 7 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +7 Fatigue +5% Mind.save +8 (+4 eff.) Max.HP +50.00 Unarmed combat: Power 38.5 - 53.9 Physical Uses 40% Dex, 40% Cun, 50% Mag 40% Str Acc+ +0.2% base dam (max 20%) Acc +7 Apr +15 Crit +10.0% Atk.spd 83% On Hit: 10% Battle Shout 5 Metal gloves protecting the hands up to the middle of the lower arm. |
Neranor the linen wizard hat (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +4 Str +1 Dex dps ---------- Dmg.mod +10% physical Acc +10 (+3 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +3% acid +10% physical A pointy cloth hat, very wizardly... |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Dmg.mod +8% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +5% HP.reg +2.90 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
4 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. |
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. |
8 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
6 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. |
2 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 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
2 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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 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. |
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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
210 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. |
Xysewe the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Con ----- def ----- Defense +5 (+3 eff.) Resists +6% mind Mind.save +6 (+3 eff.) Confus- +10% Stun/Frz- +10% Knockbk- +20% ---------- misc Light +3 See.Stealth +6 See.Invis +7 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. |
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. |
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 124.14 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.14 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
powerful iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Mayumira [power 250] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +5 Cun dps ---------- Dmg.mod +9% acid Res.pen +20% acid ----- def ----- Mind.save +12 (+6 eff.) ---------- misc Psi/ret +0.08 Blast the opponent's mind dealing 280 mind damage and silencing them for 4 turns 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. |
innervating yew totem of healing [power 272] (15 cooldown)2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown 100% to reduce fatigue by 30% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
Shockvalor the yew wand of shielding [power 254] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +6% temporal Melee Ret 2 lightning On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% lightning Create a shield absorbing up to 254 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 53. 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Belubeth' [power 296] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% physical ----- def ----- Defense +10 (+5 eff.) Phys.save +15 (+8 eff.) ---------- misc Stam/turn +3.00 Wards +4 blight +3 temporal +4 arcane +4 nature Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 62 lightning damage and will be dazed for 1 turn (313 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
Can you bear it? So much bearness! (Insane (Adventure) difficulty)
Killed Borius in the Bearscape.By Sunny CHUD the Drem Sun Paladin level 22
40th Steel 123rd year of Ascendancy at 14:40 see stats
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Sunny CHUD the Drem Sun Paladin level 15
38th Dearth 122nd year of Ascendancy at 00:09 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Sunny CHUD the Drem Sun Paladin level 22
4th Gold 123rd year of Ascendancy at 22:51 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Sunny CHUD the Drem Sun Paladin level 27
17th Stralite 123rd year of Ascendancy at 09:31 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Sunny CHUD the Drem Sun Paladin level 10
18th Profit 122nd year of Ascendancy at 08:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Sunny CHUD the Drem Sun Paladin level 20
25th Shortage 122nd year of Ascendancy at 08:17 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Sunny CHUD the Drem Sun Paladin level 20
29th Iron 123rd year of Ascendancy at 13:10 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Sunny CHUD the Drem Sun Paladin level 21
39th Steel 123rd year of Ascendancy at 23:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Sunny CHUD the Drem Sun Paladin level 7
27th Voratun 122nd year of Ascendancy at 03:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Sunny CHUD the Drem Sun Paladin level 15
12nd Dearth 122nd year of Ascendancy at 07:01 see stats
Thralless (Insane (Adventure) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Sunny CHUD the Drem Sun Paladin level 23
22nd Gold 123rd year of Ascendancy at 11:22 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Sunny CHUD the Drem Sun Paladin level 26
13rd Stralite 123rd year of Ascendancy at 19:45 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Sunny CHUD the Drem Sun Paladin level 20
25th Shortage 122nd year of Ascendancy at 12:23 see stats
Log
Bleeding from Ce'Nirenne the elven mage hits Sunny CHUD for (63 absorbed), 264 physical (264 total damage).
Sunny CHUD uses Block.
A shield forms around Sunny CHUD.
Sunny CHUD receives 63 healing from Something.
Something performs a melee critical strike against Sunny CHUD!
Your shield crumbles under the damage!
The shield around Sunny CHUD crumbles.
Sunny CHUD's spell attains critical power!
Sunny CHUD is crippled.
Sunny CHUD is stunned!
Something performs a melee critical strike against Sunny CHUD!
Shield of Light hits Sunny CHUD for 57 healing, 57 healing (0 total damage) [113 healing].
Sunny CHUD hits Something for (106 absorbed), 49 fire, 184 light (233 total damage).
Something hits Sunny CHUD for (121 blocked), (63 absorbed), 161 physical, (121 blocked), 197 physical, (16 blocked), 0 fire (358 total damage).
Sunny CHUD is not crippled anymore.
Sunny CHUD receives 57 healing from Shield of Light.
Bleeding from Ce'Nirenne the elven mage hits Sunny CHUD for (121 blocked), 205 physical (205 total damage).
Something performs a melee critical strike against Sunny CHUD!
Sunny CHUD is crippled.
Sunny CHUD's Assault is disrupted by his wounds!
Something performs a melee critical strike against Sunny CHUD!
Sunny CHUD is disarmed!
Sunny CHUD receives 57 healing from Shield of Light.
Something hits Sunny CHUD for (121 blocked), 361 physical (361 total damage).
Sunny CHUD the level 28 drem sun paladin was bled to death by Ce'Nirenne the elven mage on level 1 of Dark crypt.
You have 3 life(s) left.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Something killed Sunny CHUD!



























































































































