









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: 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! Artificer Class 1.7.4Adds an Artificer class to the game. Beware: Although powerful later on, artificers have a weak early game, and require a good deal of item management to succeed. This class may not be for everyone. Requires Embers of Rage DLC 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:
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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Items Vault 1.7.6Donators/Buyers bonus! True Full Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Tooltip Cleanup 1.7.0Modifies the inventory dialog, clearing tooltips from equipment items when focus leaves the equipment slot's frame. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Artificer Tweaks 1.7.0Assorted quality-of-life tweaks for Artificers from VanceVasser's Artificer Class addon (required). Included so far:
Inventory Sort Order 1.7.0Improves the default sort order of items in the player's inventory. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Strapless Steam Generators 1.7.0Modifies the Mirror of Reflection, adding an option to hide or restore the front straps of any attached steam generators from the Embers of Rage DLC. 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 | Nightmare Adventure |
Sex | Female |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 41 / 45% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 27th Dusk 122nd year of Ascendancy at 18:46 2 / 5Killed by Urkis, the High Tempest at level 19 on the 33rd Haze 122nd year of Ascendancy at 18:23 Killed by elven corruptor at level 28 on the 24th Regrowth 123rd year of Ascendancy at 22:40 Killed by Elowe the bandit at level 29 on the 56th Regrowth 123rd year of Ascendancy at 10:29 Killed by master vampire at level 30 on the 75th Regrowth 123rd year of Ascendancy at 10:35 |
Primary Stats
Strength | 52 (base 10) |
Dexterity | 28 (base 10) |
Constitution | 64 (base 39) |
Magic | 77 (base 60) |
Willpower | 28 (base 20) |
Cunning | 75 (base 60) |
Resources
Mana | 1/383 |
Vim | 162/255 |
Life | 1423/1423 |
Stamina | 308/320 |
Insanity | 0/100 |
Healing Factor | 1.3493965053825 |
Regeneration | 0.33734912634562 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 44.429186789964 |
See Invisible | 44.429186789964 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 46 |
Accuracy | 47 |
Crit Chance | 34% |
APR | 18 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 39% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Blight | +23% |
Arcane | +50% |
Cold | +9% |
All | +5% |
Darkness | +68% |
Light | +14% |
Physical | +9% |
Mind | +17% |
Fire | +15% |
Lightning | +9% |
Offense: Damage Penetration
Darkness | +12% |
Physical | +25% |
Temporal | +16% |
Mind | +20% |
Arcane | +10% |
Cold | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 27 (59.574340358689%) |
Defense | 47 |
Ranged Defense | 47 |
Fatigue | 0 |
Physical Save | 51 |
Spell Save | 38 |
Mental Save | 42 |
Defense: Resistances
Acid | + 52%( 70%) |
Blight | + 29%( 70%) |
Arcane | + 50%( 70%) |
Cold | + 54%( 70%) |
All | + 41%( 70%) |
Lightning | + 52%( 70%) |
Temporal | + 56%( 70%) |
Physical | + 48%( 70%) |
Darkness | + 61%( 70%) |
Fire | + 48%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Instadeath Resistance | 100% |
Poison Resistance | 80% |
Silence Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: 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 36 up to 6 times. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: 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. |
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 485 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: 22 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 113 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. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 4/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Corruption / Vile life | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Prodigies
| 1/1 |
Effects
talent | Elemental Discord |
talent | Premonition |
talent | Chaos Orbs |
talent | Chant of Fortress |
beneficial effect | The target is under the effect of the cloak of deception, making it look human. Cloak of Deception |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
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. | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
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 Premonition (+1 level(s)). | done |
You failed to protect the lone alchemist from death by master vampire. Escort: lone alchemist (level 2 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 7 of Dreadfell. Escort: lost defiler (level 7 of Dreadfell)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 8 of Dreadfell. Escort: lost sun paladin (level 8 of Dreadfell)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 unlocked the training room. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 254. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed warg claw. * You've found the needed xorn fragment. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. 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 bear paw. * You've found the needed multi-hued wyrm scale. * You've found the needed red crystal shard. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * '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 skeleton mage skull. You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | 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 | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided 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 | ![]() 2.0 T5 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +5 Wil dps ---------- Spell.crit +4% Res.pen +12% darkness +16% temporal ----- def ----- Armour +5 Resists +16% darkness +19% temporal Def/telep +24 Res/telep +17% Dur/telep +22% ---------- misc Mana/turn +0.36 Max.mana +38.00 A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +25% physical On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Defense +30 (+10 eff.) Resists +3% physical +7% temporal +7% cold Phys.save +6 (+2 eff.) Die.at -80.00 life Def/telep +16 Res/telep +16% Dur/telep +20% ---------- misc Max.stam +30.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 2.0 T5 head armor [Ego++] Master While equipped: Stats +3 Cun +5 Dex dps ---------- Apr +5 ----- def ----- Armour +10 Defense +6 (+2 eff.) Fatigue +5% Resists +4% all Phys.save +7 (+2 eff.) A cap made of leather. |
Tool | ![]() 2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 14 cooldown 100% to heal for 57. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T5 ring jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +10 (+3 eff.) Melee+ 15 arcane Dmg.mod +4% lightning +4% physical +4% cold +4% fire +15% arcane +5% all Res.pen +10% arcane ----- def ----- Resists +15% arcane Spell.save +10 (+4 eff.) Silence- +30% ---------- misc Max.mana +35.00 Cooldown Aether Avatar -4 Masteries +0.10 Spell/Arcane +0.10 Spell/Aether On Spell Hit: 10% Arcane Vortex 2 Manathrust: Level 4.4 Pwr.cost 4 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell usable during Aether Avatar Description: Conjures up mana into a powerful bolt doing 258.13 arcane damage. At level 3, it becomes a beam. The damage will increase with your Spellpower. This thin grey ring is adorned with a deep black orb. Tiny white dots swirl slowly within it, and a faint purple light glows from its core. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+2 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 28 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 155% 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. |
Around waist | ![]() 1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness +12% mind Res.pen +20% mind ----- def ----- Resists +7% acid +6% darkness +7% fire +7% cold +7% lightning A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 longsword 1H weapon [Random Unique] Arcane/Psionic Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 darkness Against +10% Living On Crit.r2 +12 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: * Splash the target with acid dealing 163 damage over 5 turns and reducing armor and accuracy by 21 While equipped: dps ---------- Res.pen +10% cold ----- def ----- Resists +9% cold Sharp, long, and deadly. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +4 Dex dps ---------- Melee+ 8 darkness Dmg.mod +8% darkness Acc +16 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness Unarmed combat: Power 31.5 - 44.1 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Acc +9 Apr +15 Crit +17.0% Atk.spd 83% On Hit: 20% Moonlight Ray 5 On Hit: * 10% chance to reduce damage dealt by 19% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 9.0 T5 light armor [Unique] Arcane/Master With a better grip it would be the destroyer of your enemies. While equipped: Stats +3 Cun +9 Mag dps ---------- Spell.pwr +10 (+3 eff.) Melee+ 25 vim draining blight Melee Ret 25 vim draining blight ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +10 (+4 eff.) Disease- +100% ---------- misc Max.vim +25.00 Masteries +0.20 Corruption/Sanguisuge +0.20 Corruption/Blood Reduces all damage by 7% 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: 11 Blood Grasp: Level 6.0 Pwr.cost 7 out of 4/12. Range 10 Travel.spd 2000% of base Is a spell Description: Project a bolt of corrupted blood, doing 190.51 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. |
Cloak | ![]() 2.0 T5 cloak armor [Random Unique] Nature/Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Defense +3 (+1 eff.) Resists +12% acid +6% fire Crit.chn- 10.00% Phys.save +7 (+2 eff.) Mind.save +9 (+3 eff.) Die.at -90.00 life Max.HP +44.00 Silence- +20% 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/Master While equipped: Stats +15 Str +8 Dex +5 Wil dps ---------- Melee+ 9 light 9 darkness Dmg.mod +9% darkness +30% arcane +9% light On Melee Ret: * 10% chance to reduce damage dealt by 19% * 14% chance to blind ----- def ----- Resists +12% lightning Amulets make your neck look great! |
Inventory
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T2 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Masteries +0.15 Technique/Combat training Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 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 33 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +30% cold Res.pen +15% darkness +25% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 19% ----- def ----- Resists +17% mind +6% darkness Confus- +34% Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+12 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 20 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (158). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 10 light 11 darkness Dmg.mod +9% light +10% darkness On Melee Ret: * 8% chance to reduce damage dealt by 19% * 10% chance to blind ----- def ----- Fatigue -8% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +7 Con dps ---------- Dmg.mod +6% temporal +21% darkness +9% mind Melee Ret 10 mind ----- def ----- Mind.save +9 (+3 eff.) ---------- misc Equi/ret +0.16 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Phys.crit +3.0% Phys.pwr +15 (+6 eff.) Dmg.mod +12% fire Acc +15 (+5 eff.) ----- def ----- Defense +25 (+8 eff.) Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +6% physical +12% nature +12% light ----- def ----- Armour +12 Defense +20 (+6 eff.) Resists +24% nature Phys.save +6 (+2 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +16% blight +21% fire +9% temporal Res.pen +25% cold On Hit (Melee): * 20% chance to slow global speed by 49% ----- def ----- Resists +16% blight +6% fire Def/telep +10 Res/telep +10% Dur/telep +10% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 32.69 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +14% arcane ----- def ----- Fatigue -10% Resists +14% arcane ---------- misc Max.enc +33 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +11 (+3 eff.) ----- def ----- Silence- +33% ---------- misc Mana/turn +0.23 Rings make your fingers look great! |
![]() 5.0 T5 staff 1H weapon [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +7.0% Spell.crit +8% Phys.pwr +9 (+4 eff.) Spell.pwr +29 (+7 eff.) S.pwr/crit +7 Dmg.mod +30% darkness Acc +9 (+3 eff.) ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 73.50 to 88.20 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +20 acid +12 blight On Hit.r1 +12 darkness On Crit.r2 +16 acid While equipped: dps ---------- Melee Ret 10 darkness ----- def ----- Resists +12% acid One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Ego++] Master/Psionic Power 31.5 - 44.1 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% 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: Stats +6 Dex dps ---------- Phys.spd +10% Acc +21 (+7 eff.) One-handed war axes. |
![]() 1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 11 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 209.69 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
![]() 2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
![]() 2.0 T4 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Dmg.mod +20% acid +16% physical +12% fire +20% cold ----- def ----- Resists +13% acid +12% physical +14% darkness +14% cold +15% fire +14% mind +13% all Phys.save +14 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save +27 (+9 eff.) ---------- misc Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +1 Mag dps ---------- Dmg.mod +8% acid +18% physical +10% fire +8% temporal +11% cold Res.pen +9% temporal +7% physical ----- def ----- Resists +13% acid +15% physical +14% fire +10% cold +15% all Anom.red +12 ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T5 cloth armor [Ego++] Arcane/Psionic While equipped: dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +12% all ----- def ----- Resists +14% darkness +15% mind +15% all Phys.save +15 (+5 eff.) Spell.save +18 (+6 eff.) Mind.save +28 (+10 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 9.0 T5 light armor [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 8 fire Ranged+ 7 fire ----- def ----- Armour +18 Defense +30 (+10 eff.) Fatigue +8% Resists +14% fire +10% physical Mind.save +20 (+7 eff.) A suit of armour made of leather. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +9 Cun +6 Wil dps ---------- Against +18% Summoned ----- def ----- Armour +4 Defense +25 (+8 eff.) Resists +5% arcane D.Red.from +25% Summoned Max.HP +60.00 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Random Unique] Nature/Master While equipped: Stats +1 Str +5 Dex +1 Mag +7 Cun dps ---------- Phys.crit +14.0% Mind.crit +11% Crit.mult +12.00% Phys.pwr +5 (+2 eff.) ----- def ----- Resists +7% acid +6% blight +11% fire +7% cold +14% lightning A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Str +1 Dex dps ---------- Phys.crit +3.0% Phys.pwr +25 (+9 eff.) Dmg.mod +6% acid Acc +23 (+8 eff.) ----- def ----- Defense +12 (+4 eff.) Fatigue -5% Max.HP +59.00 ---------- misc Max.stam +21.00 Light +1 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 [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +13% darkness Res.pen +10% darkness ----- def ----- Defense +2 (+0 eff.) Resists +32% darkness +15% temporal Stealth +16 Def/telep +18 Res/telep +12% Dur/telep +16% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 6 cooldown 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 [Ego++] Nature While equipped: ----- def ----- Defense +7 (+2 eff.) Resists +7% acid +19% light +19% fire +7% cold +7% lightning Stealth +8 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+1 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
![]() 2.0 T3 feet armor [Random Unique] Nature/Master While equipped: Stats +4 Str +2 Con ----- def ----- Armour +8 Resists +8% acid +9% temporal +7% fire +10% cold +5% lightning Phys.save +3 (+1 eff.) Die.at -40.00 life HP.reg +4.00 Heal.mod +15% Teleport- +20% Rush: Puts all charms on 14 cooldown Level 2.0 Pwr.cost 14 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. |
![]() 2.0 T4 feet armor [Unique] Arcane While equipped: Stats +8 Cun +8 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +25% arcane ----- def ----- Defense +6 (+2 eff.) Fatigue +1% Resists +25% arcane Def/telep +20 Res/telep +20% Dur/telep +20% Creates an arcane explosion dealing 214 arcane damage based on magic in a radius of 3 around the user after any teleport. Phase door up to range 6, within radius 2 of the target location. Uses 14 power out of 24/24 A wispy purple aura surrounds these translucent black boots. |
![]() 2.0 T5 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +5 Silence- +37% Confus- +26% Stun/Frz- +26% A pair of boots made of leather. |
![]() 1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Unarmed combat: Power 14.0 - 15.4 Physical Uses 40% Dex, 40% Cun, 20% Mag 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +6.0% Atk.spd 100% Dmg.conv 100% void On Hit: 15% Dust to Dust 1 On Hit: 10% Mind Blast 1 On Hit: 10% Turn Back the Clock 1 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
![]() 1.0 T4 hands armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +6 Dex dps ---------- Acc +12 (+4 eff.) Apr +7 ----- def ----- Armour +3 Phys.save +7 (+2 eff.) Mind.save +6 (+2 eff.) Disarm- +26% Unarmed combat: Power 25.0 - 27.5 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +16 Apr +14 Crit +5.0% Atk.spd 100% On Hit: 10% Perfect Control 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 161% 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold Res.pen +20% light ----- def ----- Defense +2 (+0 eff.) Resists +4% physical +3% light +21% cold Crit.chn- 10.00% Blind- +20% Poison- +20% Cut- +20% A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +13% darkness ----- def ----- Defense +2 (+0 eff.) Resists +19% darkness ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
![]() 2.0 T5 head armor [Ego++] Arcane While equipped: Stats +4 Mag +1 Con dps ---------- Dmg.mod +11% arcane ----- def ----- Defense +3 (+1 eff.) Shield.pwr +8% HP.reg +2.80 Arcane Eye: (Instant) Puts all charms on 6 cooldown Level 5.0 Pwr.cost 6 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... |
![]() 2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+7 eff.) ----- def ----- Defense +8 (+2 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.0 Pwr.cost 10 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 12.87 mind and 18.48 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 13% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 12. Terrified: Deals 2.92 mind and 4.20 darkness damage per turn and increases cooldowns by 21%. Haunted: Causes the target to suffer 5.11 mind and 7.34 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Dmg.mod +21% darkness Res.pen +10% darkness Apr +6 Melee Ret 2 nature 6 darkness ----- def ----- Armour +3 Fatigue +3% Resists +6% mind +12% nature +9% darkness A cap made of leather. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 33 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Wil dps ---------- Mind.crit +3% Dmg.mod +15% temporal ----- def ----- Armour +8 Fatigue +4% Resists +6% temporal Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.hate +6.00 Infravis +3 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: 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. |
![]() 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 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 17 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 2.0 T1 lite [Random Unique] Nature/Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +3% blight Res.pen +10% temporal +12% all Apr +14 ----- def ----- Resists +9% darkness +3% cold Phys.save +6 (+2 eff.) Heal.mod +14% ---------- misc Light +6 Infravis +1 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. |
![]() 1.0 T3 lite [Ego+] Arcane/Master While equipped: dps ---------- Dmg.mod +8% darkness ----- def ----- Resists +8% light Affinity +5% darkness ---------- misc Light +7 Infravis +2 Moonlight Ray: Puts all charms on 5 cooldown Level 4.0 Pwr.cost 5 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 268.53 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 44 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +2 Dex dps ---------- Acc +10 (+3 eff.) Melee Ret 10 mind ----- def ----- Armour +10 Defense +6 (+2 eff.) Resists +7% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 6 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. |
![]() 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 111 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 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 533.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 14 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% mind +20% fire ----- def ----- Resists +15% mind +21% lightning Create a radius 3 storm for 5 turns. Each turn, creatures within take 43 lightning damage and will be dazed for 1 turn (218 total damage) Puts all charms on 9 cooldown 100% to gain a 21% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
By Mayythra the Ghoul Writhing One level 27
20th Regrowth 123rd year of Ascendancy at 07:41 see stats
By Mayythra the Ghoul Writhing One level 35
18th Pyre 123rd year of Ascendancy at 22:04 see stats
By Mayythra the Ghoul Writhing One level 35
16th Pyre 123rd year of Ascendancy at 14:15 see stats
By Mayythra the Ghoul Writhing One level 18
75th Dusk 122nd year of Ascendancy at 01:19 see stats
By Mayythra the Ghoul Writhing One level 39
37th Pyre 123rd year of Ascendancy at 23:27 see stats
By Mayythra the Ghoul Writhing One level 38
31st Pyre 123rd year of Ascendancy at 19:16 see stats
By Mayythra the Ghoul Writhing One level 36
23rd Pyre 123rd year of Ascendancy at 02:57 see stats
By Mayythra the Ghoul Writhing One level 18
59th Dusk 122nd year of Ascendancy at 01:50 see stats
By Mayythra the Ghoul Writhing One level 37
26th Pyre 123rd year of Ascendancy at 15:33 see stats
By Mayythra the Ghoul Writhing One level 38
29th Pyre 123rd year of Ascendancy at 02:30 see stats
By Mayythra the Ghoul Writhing One level 25
13rd Regrowth 123rd year of Ascendancy at 06:08 see stats
By Mayythra the Ghoul Writhing One level 18
75th Dusk 122nd year of Ascendancy at 09:38 see stats
By Mayythra the Ghoul Writhing One level 21
38th Haze 122nd year of Ascendancy at 22:08 see stats
By Mayythra the Ghoul Writhing One level 29
54th Regrowth 123rd year of Ascendancy at 05:05 see stats
By Mayythra the Ghoul Writhing One level 10
6th Dusk 122nd year of Ascendancy at 22:49 see stats
By Mayythra the Ghoul Writhing One level 20
34th Haze 122nd year of Ascendancy at 01:23 see stats
By Mayythra the Ghoul Writhing One level 30
69th Regrowth 123rd year of Ascendancy at 15:46 see stats
By Mayythra the Ghoul Writhing One level 40
9th Dusk 123rd year of Ascendancy at 13:09 see stats
By Mayythra the Ghoul Writhing One level 18
23rd Haze 122nd year of Ascendancy at 13:16 see stats
By Mayythra the Ghoul Writhing One level 28
26th Regrowth 123rd year of Ascendancy at 09:10 see stats
By Mayythra the Ghoul Writhing One level 30
69th Regrowth 123rd year of Ascendancy at 16:15 see stats
By Mayythra the Ghoul Writhing One level 14
19th Dusk 122nd year of Ascendancy at 16:20 see stats
By Mayythra the Ghoul Writhing One level 37
27th Pyre 123rd year of Ascendancy at 01:46 see stats
By Mayythra the Ghoul Writhing One level 28
24th Regrowth 123rd year of Ascendancy at 22:38 see stats
By Mayythra the Ghoul Writhing One level 9
6th Dusk 122nd year of Ascendancy at 05:47 see stats
By Mayythra the Ghoul Writhing One level 30
71st Regrowth 123rd year of Ascendancy at 05:41 see stats
By Mayythra the Ghoul Writhing One level 12
11st Dusk 122nd year of Ascendancy at 19:13 see stats
By Mayythra the Ghoul Writhing One level 19
27th Haze 122nd year of Ascendancy at 04:06 see stats
By Mayythra the Ghoul Writhing One level 28
44th Regrowth 123rd year of Ascendancy at 22:05 see stats
By Mayythra the Ghoul Writhing One level 18
75th Dusk 122nd year of Ascendancy at 14:38 see stats
By Mayythra the Ghoul Writhing One level 34
14th Pyre 123rd year of Ascendancy at 16:44 see stats
Log
You gain 1.25 gold from the transmogrification of elven-wood longbow.
You gain 10.03 gold from the transmogrification of projecting living mindstar of gales (17-18 power, 40 apr, mind damage).
You gain 9.03 gold from the transmogrification of projecting living mindstar of frost (17-19 power, 40 apr, mind damage).
You gain 8.26 gold from the transmogrification of creative living mindstar of flames (17-18 power, 40 apr, mind damage).
You gain 4.05 gold from the transmogrification of mitotic pulsing mindstar (14-15 power, 32 apr, mind damage).
You gain 7.46 gold from the transmogrification of creative pulsing mindstar of frost (13-14 power, 32 apr, mind damage).
You gain 4.77 gold from the transmogrification of flaming voratun dagger of paradox (37-48 power, 9 apr).
You gain 2.50 gold from the transmogrification of acidic steel dagger of phasing (12-15 power, 18 apr).
You gain 5.23 gold from the transmogrification of stralite waraxe of evisceration (33-46 power, 5 apr).
You gain 25.00 gold from the transmogrification of Floescar (30-42 power, 5 apr).
You gain 6.71 gold from the transmogrification of blazebringer's voratun mace of massacre (55-77 power, 6 apr).
You gain 3.91 gold from the transmogrification of quick stralite mace of erosion (35-49 power, 5 apr).
You gain 5.33 gold from the transmogrification of caustic iron longsword of torment (12-16 power, 2 apr).
You gain 2.50 gold from the transmogrification of orichalcum trident of projection (53-84 power, 16 apr).
You gain 5.19 gold from the transmogrification of truestriking orite trident of massacre (49-78 power, 13 apr).
You gain 11.55 gold from the transmogrification of enhanced orite trident of massacre (52-83 power, 13 apr).
You gain 5.46 gold from the transmogrification of voratun greatsword of shearing (61-97 power, 4 apr).
You gain 2.45 gold from the transmogrification of acidic voratun greatsword of massacre (76-122 power, 4 apr).
You gain 6.72 gold from the transmogrification of acidic voratun greatmaul of rage (63-95 power, 4 apr).
You gain 6.82 gold from the transmogrification of shimmering dragonbone magestaff of fate (30-36 power, 6 apr, fire element).
You gain 7.22 gold from the transmogrification of potent dragonbone starstaff of breaching (37-44 power, 6 apr, light element).
You gain 9.28 gold from the transmogrification of lifebinding dragonbone starstaff of illumination (30-36 power, 6 apr, physical element).
You gain 9.47 gold from the transmogrification of imbued dragonbone vilestaff of invocation (30-36 power, 6 apr, fire element).
You gain 11.85 gold from the transmogrification of greater elven-wood starstaff of wizardry (25-30 power, 5 apr, physical element).
You gain 3.70 gold from the transmogrification of solipsist's voratun ring.
You gain 1.51 gold from the transmogrification of stormshield rune of the psychic (threshold 18; blocks 5; dur 4; cd 12).
You gain 1.18 gold from the transmogrification of acid wave rune (damage 38; dur 4; cd 20).
You gain 1.26 gold from the transmogrification of regeneration infusion (heal 256; 14 cd).
You gain 0.76 gold from the transmogrification of healing infusion (heal 89; cd 10).
There is a nearly collapsed hidden vault here (press '' or right click to use).