
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! Recaiden's Evolution Prodigies 1.7.0Includes 4 new Class Evolutions:
Isn't Zephyr already a class? Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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. 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:
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: 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 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:
Steel Monk Evolution for Brawler (Fork) 1.7.0(This is a fork that adds projectile deflection to Greatest Weapon Focus and shortens cooldown a bit. Credit for the original addon of course goes to RootOfAllThings. Link to original addon: https://te4.org/games/addons/tome/steel-monk ) Adds a new class evolution for Brawler, the Steel Monk. As a Steel Monk, the Brawler can wield a weapon in their hands while still making unarmed attacks. While wielding a weapon, they can gain Greatest Weapon Focus, causing them to follow up their unarmed attacks with weapon attacks and parrying the attacks of their enemies. Taking this prodigy will refund any points in Weapon Mastery, then grant you Weapon Mastery based on your Unarmed Mastery. 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: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Doomelf |
Class | Corruptor |
Level / Exp | 41 / 68% |
Size | medium |
Lifes / Deaths | Killed by Belynn the degenerated skeleton archer at level 11 on the 43rd Dusk 122nd year of Ascendancy at 22:39 3 / 4Killed by Warlock Floyd the 2 at level 16 on the 12nd Haze 122nd year of Ascendancy at 21:33 Killed by Cyrudhemina the swarming horror at level 32 on the 12nd Dusk 123rd year of Ascendancy at 23:20 Killed by Elita the skeleton magus at level 39 on the 7th Haze 123rd year of Ascendancy at 09:48 |
Primary Stats
Strength | 33 (base 18) |
Dexterity | 26 (base 10) |
Constitution | 50 (base 31) |
Magic | 143 (base 60) |
Willpower | 36 (base 13) |
Cunning | 106 (base 60) |
Resources
Life | 1051/1051 |
Vim | 241/241 |
Healing Factor | 1.278684785724 |
Regeneration | 0.31967119643101 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -8.8817841970013E-14% |
Spell | 0% |
Global | +107.09095783408% |
Vision
Sight | 12 |
Lite | 16 |
Infravision | 18 |
See Stealth | 25 |
See Invisible | 32 |
Offense: Mainhand
Damage | 71 |
Accuracy | 35 |
Crit Chance | 39% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 94 |
Crit Chance | 53% |
Speed | 1 |
Offense: Mind
Mindpower | 47 |
Crit Chance | 32% |
Speed | 1 |
Offense: Damage Bonus
Mind | +26% |
Lightning | +68% |
Darkness | +20% |
Cold | +14% |
Blight | +62% |
Arcane | +8% |
Fire | +35% |
All | +5% |
Offense: Damage Penetration
Lightning | +40% |
Temporal | +35% |
Blight | +106% |
Arcane | +75% |
Cold | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 33 (47.594633868923%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 34 |
Spell Save | 60 |
Mental Save | 59 |
Defense: Resistances
Lightning | + 23%( 70%) |
Darkness | + 48%( 70%) |
Mind | + 27%( 70%) |
Blight | + 35%( 70%) |
Acid | + 25%( 70%) |
Fire | + 51%( 70%) |
All | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Confusion Resistance | 58% |
Silence Resistance | 30% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 95% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 479 damage for 4 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 126 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. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 755% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: 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 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
Corruption / Blood | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Shadowflame | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Vim | 1.50 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.30 |
| 3/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Corruption / Blight | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
Corruption / Sanguisuge | 1.50 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.20 |
| 2/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Corruption / Curses | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Hexes | 1.50 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Prodigies
| 1/1 |
Effects
talent | Flame of Urh'Rok |
talent | Blood Fury |
talent | Chant of Fortitude |
talent | Corruption of the Doomed |
talent | Dark Ritual |
talent | Overkill |
talent | Bone Shield |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Dreadfell. Escort: lost sun paladin (level 1 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Dreadfell. Escort: lost sun paladin (level 2 of Dreadfell)As a reward you improved Magic by +5. | 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 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You failed to protect the temporal explorer from death by Warlock Floyd the 2. Escort: temporal explorer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You failed to protect the temporal explorer from death by luminous horror. Escort: temporal explorer (level 3 of Dreadfell) | failed |
You successfully escorted the temporal explorer to the recall portal on level 5 of Dreadfell. Escort: temporal explorer (level 5 of Dreadfell)As a reward you improved talent Foresight (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 6 of Dreadfell. Escort: temporal explorer (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the temporal explorer from death by Ivossra the master vampire. Escort: temporal explorer (level 8 of Dreadfell) | failed |
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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found 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 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: 727. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed warg claw. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed vial of elder vampire blood. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You 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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
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 | active |
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 | ![]() 2.0 T5 feet armor [Random Unique] Master While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +3% arcane Res.pen +10% temporal ----- def ----- Armour +12 Defense +24 (+6 eff.) Resists +12% mind Phys.save +3 (+2 eff.) Blind- +10% ---------- misc Infravis +3 Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 shot ammo [Rare] Nature Power 116% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +6.0% Capacity 19 Proj.spd +200% On Crit.r2 +4 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 104 physical damage While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane/Master While equipped: Stats +7 Mag dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +24% lightning Res.pen +25% arcane Melee Ret 17 fire ----- def ----- Resists +7% fire ---------- misc Light +11 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | ![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +2 Str +4 Mag dps ---------- Phys.pwr +10 (+5 eff.) Spell.pwr +10 (+2 eff.) ----- def ----- Armour +9 Fatigue +4% Silence- +30% ---------- misc Light -1 Masteries +0.20 Race/Doomelf Increases the range of Haste of the Doomed by 1. An experimental helmet designed to enhance the effects of the Doomelf corruption. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Cun dps ---------- Crit.mult +20.00% Dmg.mod +12% mind ---------- misc Equi/ret +0.16 Max.psi +20.00 Light +3 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +9 Dex +15 Mag +8 Wil +17 Cun dps ---------- Mind.crit +2% Spell.pwr +29 (+6 eff.) Dmg.mod +30% lightning +9% cold +9% mind Res.pen +15% lightning +5% cold Acc +15 (+7 eff.) ----- def ----- Mind.save +14 (+4 eff.) Confus- +38% Rings make your fingers look great! This item has been sent to the Item's Vault. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +17 Mag +8 Cun +12 Con dps ---------- Spell.pwr +15 (+3 eff.) S.pwr/crit +4 Res.pen +10% blight Melee Ret 4 blight ----- def ----- Spell.save +32 (+8 eff.) Blind- +45% ---------- misc Max.mana +100.00 Max.stam +77.00 Infravis +6 See.Stealth +25 See.Invis +18 Rings make your fingers look great! This item has been sent to the Item's Vault. |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +21% Summoned Anom.red +12 Max.HP +76.00 ---------- misc Max.mana +33.00 Max.stam +34.00 Max.hate +14.00 Max.psi +27.00 Max.vim +21.00 Max.P.En +20.00 Max.N.En +21.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 T5 staff 2H weapon [Random Unique] Arcane Power 152% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +10 (+5 eff.) Spell.pwr +20 (+4 eff.) Dmg.mod +42% blight Res.pen +21% blight Acc +15 (+7 eff.) ----- def ----- Armour +12 Hardiness +9% Resists +9% acid +21% blight Phys.save +7 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. This item has been sent to the Item's Vault. |
On hands | ![]() 1.0 T5 hands armor [Unique] Arcane/Master Only the masochistic can unlock its full power. The set is complete. While equipped: Stats +9 Str +9 Mag +3 Cun dps ---------- Dmg.mod +15% fire +15% darkness +5% all ----- def ----- Defense +8 (+2 eff.) Stun/Frz- +20% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Shadowflame +0.20 Corruption/Vim Unarmed combat: Power 145% Range: 1.4x Uses 40% Dex, 40% Cun, 20% Mag 40% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Blood Grasp 3 On Hit: 12% Soul Rot 3 On Hit: 8% Drain 2 Increases all damage by 6% of current vim Current Bonus: 14% Darkfire: Level 7.5 Pwr.cost 12 out of 12/12. Range 6 Travel.spd 400% of base Is a spell Description: Conjures up a bolt of shadowflame that moves toward the target and explodes into a flash of darkness and fire, doing 212.27 fire damage and 188.69 darkness damage in a radius of 7. The damage will increase with your Spellpower. These fell looking gloves glow with untold power. This item has been sent to the Item's Vault. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. The set is complete. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+2 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Resists +15% fire +15% darkness +5% all Phys.save +10 (+5 eff.) Spell.save +10 (+2 eff.) Mind.save +10 (+3 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 10% of current vim or 50% of the damage, whichever is lower; but at the cost of vim equal to 5% of the damage blocked. Current Bonus: 24 Blood Grasp: Level 7.5 Pwr.cost 12 out of 12/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 433.75 blight damage and healing you for 20% the damage dealt. 50% of the damage dealt will be gained as maximum life for 7 turns (before the healing). The damage will increase with your Spellpower. Stolen flesh, Stolen pain, To give it up, Is to live again. This item has been sent to the Item's Vault. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Dex +3 Wil +4 Con dps ---------- Res.pen +25% blight +25% arcane Melee Ret 4 blight ----- def ----- Defense +2 (+1 eff.) Spell.save +8 (+2 eff.) ---------- misc Stam/turn +1.00 Mana/s.crit +2.00 Vim/s.crit +2.00 Light +3 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T5 amulet jewelry [Random Unique] Arcane/Nature/Psionic While equipped: Stats +6 Wil +9 Mag dps ---------- Crit.mult +13.00% Spell.pwr +30 (+6 eff.) Mind.pwr +14 (+4 eff.) Dmg.mod +15% blight +15% fire +9% lightning Res.pen +25% blight ----- def ----- Resists +6% lightning Spell.save +9 (+2 eff.) Mind.save +13 (+4 eff.) Blind- +40% Confus- +20% ---------- misc Infravis +9 Sight +2 See.Invis +14 Amulets make your neck look great! This item has been sent to the Item's Vault. |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 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 instantly heal yourself for 78 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. |
![]() 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 747% 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 Dexterity 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 |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 660% 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. Press to compare to your current inscriptions |
![]() 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 623% 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 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 |
![]() 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 19% 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 |
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 23% for 2 turns. Also removes cross-tier effects of the affected types for free. 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 |
![]() 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 cure yourself of one random physical effect and reduce all damage taken by 44% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 11 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 21%, your defense is increased by 21 and all your resistances by 21%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 74.55 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 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 unleash a cone dealing 203.91 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 50% faster, and you are invisible (power 18). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1112% for 10 turns (0 total) and instantly restoring 56 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to create a protective shield absorbing at most 371 damage for 7 turns. 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 |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 4 times. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Cun +5 Mag dps ---------- Mind.crit +2% Res.pen +10% nature ---------- misc Masteries +0.21 Corruption/Bone Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +7 Str +11 Dex +7 Mag +9 Wil +6 Cun +3 Con dps ---------- Mind.pwr +30 (+10 eff.) Dmg.mod +15% mind Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+3 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T5 amulet jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Wil dps ---------- Phys.pwr +9 (+4 eff.) Mind.pwr +12 (+4 eff.) Phys.spd +10% Dmg.mod +12% fire +9% light +7% physical Res.pen +15% fire Melee Ret 4 fire ----- def ----- Resists +3% fire +12% light +22% darkness Mind.save +14 (+4 eff.) Blind- +29% Confus- +23% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Psionic While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +5 (+1 eff.) Dmg.mod +10% fire +12% cold ----- def ----- Resists +20% fire +24% cold Mind.save +18 (+5 eff.) Confus- +30% ---------- misc Hate/m.crit +2.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +6 Mag +6 Wil +6 Con dps ---------- Spell.pwr +8 (+2 eff.) Res.pen +15% lightning ----- def ----- Resists +15% acid +18% fire +17% lightning +21% cold Crit.chn- 10.00% Spell.save +17 (+4 eff.) ---------- misc Max.stam +18.00 Infravis +3 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +7 Str +4 Dex +7 Con dps ---------- Crit.mult +5.00% Phys.pwr +6 (+3 eff.) Dmg.mod +6% physical +13% fire Res.pen +10% physical Acc +8 (+4 eff.) ----- def ----- Resists +1% physical +26% fire Die.at -80.00 life ---------- misc Max.stam +10.00 Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +9% nature +9% blight Max.HP +60.00 HP.reg +13.00 Heal.mod +13% Poison- +21% Disease- +19% Rings make your fingers look great! |
![]() 5.0 T2 staff 1H weapon [Random Unique] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Crit.mult +19.00% Spell.pwr +11 (+2 eff.) Melee+ 17 fire Dmg.mod +9% acid +3% fire +15% blight ----- def ----- Resists +6% fire Phys.save +6 (+3 eff.) Spell.save +6 (+1 eff.) Mind.save +7 (+2 eff.) ---------- misc See.Invis +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +20% fire ---------- misc Max.mana +42.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master/Psionic Power 132% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Acc +7 (+4 eff.) ----- def ----- Defense +9 (+3 eff.) Disarm- +35% Blunt and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Nature/Disrupt Power 111% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Deals 81 Manaburn damage and puts 1 random spell talent on cooldown for 4 turns (checks Confusion immunity) While equipped: Stats +8 Con +6 Wil ----- def ----- Max.HP +13.00 Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon [Ego++] Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +4 Dex dps ---------- Phys.spd +10% Res.pen +9% all Acc +22 (+9 eff.) Apr +8 Sharp, short and deadly. |
![]() 3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 115% Range: 1.1x Uses 40% Wil, 30% Mag Dmg Darkness Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+2 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane/Master When used to Attack: Power 137% Range: 1.2x Uses 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +126 While equipped: ----- def ----- Armour +10 Fatigue +8% Resists +15% temporal ---------- misc Talents +1 Block Temporal Shield: (Instant) Puts all charms on 30 cooldown Level 5.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (551) is absorbed, or the time runs out (10 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
![]() 9.0 T5 light armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +5 Dex +7 Mag +8 Wil +8 Cun dps ---------- Phys.crit +7.0% Spell.crit +8% Mind.crit +6% Phys.pwr +19 (+8 eff.) Spell.pwr +19 (+4 eff.) Mind.pwr +20 (+6 eff.) Dmg.mod +9% temporal ----- def ----- Armour +16 Defense +57 (+12 eff.) Fatigue +8% Resists +43% lightning +6% light +6% acid A suit of armour made of leather. |
![]() 17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego+] Arcane While equipped: dps ---------- Melee+ 13 acid 10 fire Melee Ret 8 acid 11 fire ----- def ----- Armour +11 Fatigue +22% Resists +12% acid +15% fire A suit of armour made of metal plates. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Crit.mult +10.00% Spell.pwr +10 (+2 eff.) Res.pen +10% arcane Phasing +20% ----- def ----- Defense +1 (+1 eff.) Resists +3% blight Spell.save +6 (+1 eff.) ---------- misc Max.mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Master While equipped: Stats +6 Str +2 Dex +2 Cun +4 Con dps ---------- Dmg.mod +3% lightning +9% fire Res.pen +10% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning Phys.save +14 (+7 eff.) Max.HP +107.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+2 eff.) Apr +3 ----- def ----- Armour +3 Defense +3 (+1 eff.) Fatigue +2% Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +12 Mag +5 Wil +3 Con dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +25 (+8 eff.) Melee+ 7 arcane Dmg.mod +7% arcane +12% mind Res.pen +15% mind ----- def ----- Armour +2 Fatigue +3% Resists +8% arcane ---------- misc Max.psi +40.00 Infravis +3 Unarmed combat: Power 120% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +13 arcane On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +5 Cun +7 Dex dps ---------- Melee+ 14 acid Dmg.mod +4% acid +12% mind +6% lightning Res.pen +15% lightning +15% mind Acc +7 (+4 eff.) Apr +14 ----- def ----- Armour +7 Fatigue +5% Resists +8% acid Mind.save +12 (+3 eff.) Max.HP +69.00 Unarmed combat: Power 145% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +15 Apr +20 Crit +10.0% Atk.spd 83% On Crit.r2 +11 acid On Hit: 15% Perfect Strike 5 On Hit: 10% Battle Shout 5 On Hit: 10% Corrosive Breath 5 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. |
![]() 2.0 T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +8 Defense +2 (+1 eff.) Shield.pwr +7% Phys.save +15 (+7 eff.) Die.at -40.00 life HP.reg +3.30 ---------- misc Max.stam +30.00 Infravis +5 See.Stealth +11 See.Invis +12 Circle of Warding: (Instant) Puts all charms on 40 cooldown Level 3.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 84% and attempts to push all creatures other than yourself out of its radius, inflicting 17.56 light damage and 20.07 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
![]() 1.0 T3 head armor [Unique] Arcane/Psionic While equipped: Stats +8 Mag +3 Wil dps ---------- Spell.crit +1% Dmg.mod +8% blight +9% arcane Melee Ret 10 vim draining blight ----- def ----- Resists +6% lightning +2% physical +15% mind Mind.save +15 (+4 eff.) Confus- +24% ---------- misc Max.vim +25.00 See.Invis +6 Vimsense: Level 3.0 Pwr.cost 25 out of 45/45. Range melee/personal Travel.spd instantaneous Is a spell Description: Feel the very existence of creatures around you for 6 turns, in a radius of 10. The evil touch will reduce their blight resistance by 26% and all saves by 44, but also make them aware of you. The resistance and save reduction will improve with your Spellpower. A desiccated mask of human skin, all that remains of a necromancer from the Age of Pyre who failed to achieve lichdom. The transformative process partially succeeded, leaving him unable to die as his body slowly rotted from the inside out over several years. Now his spirit resides within this last bit of mummified flesh, still hungering for eternal life. This item has been sent to the Item's Vault. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +4 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +7% lightning +7% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Armour +2 Resists +12% acid +3% blight Disease- +20% ---------- misc Max.vim +20.00 Light +6 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. |
![]() 2.0 T2 lite [Unique] Unknown While equipped: dps ---------- Against +25% Horror ----- def ----- D.Red.from +25% Horror ---------- misc Light +7 See.Stealth +35 See.Invis +35 Sometimes reveals the hidden truths you'd rather not see. The "lantern" appears to be a glowing shard of a glass-like substance. Despite how bright it is, its light deeply disturbs you. It illuminates everything in its wake, including things which you would rather not see. Part of you wants to throw it away, but another part wants to know the unearthly truths it will reveal to you. |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Res.pen +10% fire On Hit (Melee): * 20% chance to reduce all saves and defense by 29 ----- def ----- Resists +3% temporal +9% light +9% mind ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 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. |
![]() 1.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 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. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +3% nature +5% arcane Phys.save +3 (+2 eff.) HP.reg +4.00 Disarm- +20% Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 torque charm [Random Unique] Psionic While equipped: ----- def ----- HP.reg +2.00 Pinning- +20% Knockbk- +10% Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to heal for 44. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Armour +4 Defense +20 (+5 eff.) ---------- misc Stam/turn +3.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 233 Base Damage: 116 Armor: 4 All Resist: 6 Puts all charms on 25 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+10 eff.) Res.pen +25% physical Acc +20 (+8 eff.) ----- def ----- Die.at -80.00 life ---------- misc Psi/ret +0.12 Max.stam +20.00 Sting an enemy dealing 298 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to heal for 60. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid +3% fire Res.pen +15% blight +5% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 38 ----- def ----- Resists +6% blight +18% acid Sting an enemy dealing 292 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+4 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 133 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
![]() 2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +6 Res.pen +10% blight +10% arcane ---------- misc Mana/turn +0.08 Wards +4 nature +3 cold +3 arcane +5 darkness Talents +1 Ward Fire a magical bolt dealing 382 cold damage Puts all charms on 15 cooldown 100% to increase all damage by 18% for 2 turns. 100% to cleanse 3 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Warlock Floyd the 2 the Doomelf Corruptor level 39
15th Haze 123rd year of Ascendancy at 21:16 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 39
7th Haze 123rd year of Ascendancy at 21:44 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 35
64th Dusk 123rd year of Ascendancy at 16:47 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 10
32nd Dusk 122nd year of Ascendancy at 07:07 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 41
21st Haze 123rd year of Ascendancy at 04:45 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 33
23rd Dusk 123rd year of Ascendancy at 01:27 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 25
59th Regrowth 123rd year of Ascendancy at 16:09 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 22
44th Regrowth 123rd year of Ascendancy at 07:03 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 34
53rd Dusk 123rd year of Ascendancy at 22:41 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 6
77th Pyre 122nd year of Ascendancy at 00:00 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 32
13rd Dusk 123rd year of Ascendancy at 13:50 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 10
26th Dusk 122nd year of Ascendancy at 17:27 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 20
36th Haze 122nd year of Ascendancy at 17:41 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 30
70th Pyre 123rd year of Ascendancy at 17:06 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 40
18th Haze 123rd year of Ascendancy at 21:50 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 29
8th Pyre 123rd year of Ascendancy at 22:24 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 21
18th Regrowth 123rd year of Ascendancy at 20:25 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 23
45th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 23
45th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 10
41st Dusk 122nd year of Ascendancy at 00:27 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 23
45th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 16
4th Haze 122nd year of Ascendancy at 15:00 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 24
46th Regrowth 123rd year of Ascendancy at 21:35 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 16
1st Haze 122nd year of Ascendancy at 18:01 see stats
By Warlock Floyd the 2 the Doomelf Corruptor level 38
6th Haze 123rd year of Ascendancy at 22:59 see stats
Log
Warlock Floyd the 2 picks up (S.): Orb of Many Ways.
Warlock Floyd the 2 picks up (C.): searing dwarven-steel plate armour (0 def, 11 armour).
Warlock Floyd the 2 picks up (B.): reinforced dwarven-steel shield of patience (0 def, 10 armour, 137% power, 126.5 block).
Warlock Floyd the 2 picks up (A.): balanced dwarven-steel mace of torment (132% power, 4 apr).
Lore found: Orb of Many Ways
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 2 turns (stop reason: dialog is displayed).
Warlock Floyd the 2 picks up (B.): quick dwarven-steel dagger of shearing (116% power, 7 apr).
Warlock Floyd the 2 picks up (m.): ethereal rune (power 18; resist 14%; move 50%; dur 5; cd 21).
Talent Corrosive Worm is ready to use.
Talent Dark Portal is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Epidemic is ready to use.
Warlock Floyd the 2 is no longer surging arcane power.
Talent Infusion: Wild is ready to use.
Talent Rune: Shielding is ready to use.
Talent Corrupted Negation is ready to use.
You pickup 0.75 gold pieces.
Warlock Floyd the 2 picks up (C.): inquisitor's dwarven-steel dagger of enduring (111% power, 7 apr).
Talent Burning Hex is ready to use.
The herald gives you Sealed Scroll of Last Hope.
Saving game...
Saving done.