











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! 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.
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: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Tougher Escorts 1.7.4Sets escorts HP to 1000 and life regen to 100. This mod is not intended to be balanced and will make the game easier. Use at your own discretion. 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: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Chat/Quest Tweaks 1.7.0Changes the quest log descriptions of a few quests to provide useful information or fix missing information, tweaks a few chat dialogs for stylistic improvement, and adds NPC portrait images to some chat dialogs that were missing them. Quests currently affected:
Chat dialogs currently affected:
Chats with NPC portraits added:
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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 36 / 42% |
Size | medium |
Lifes / Deaths | Killed by Writhe at level 13 on the 21st Dusk 122nd year of Ascendancy at 18:28 / 68Killed by Layuyamira the Guardian at level 13 on the 34th Dusk 122nd year of Ascendancy at 03:07 Killed by cold drake hatchling at level 13 on the 34th Dusk 122nd year of Ascendancy at 06:30 Killed by Gloruta the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 09:24 Killed by Gloruta the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 10:02 Killed by Gloruta the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 10:35 Killed by Gloruta the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 11:11 Killed by Gloruta the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 11:38 Killed by Gloruta the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 12:08 Killed by red jelly at level 14 on the 34th Dusk 122nd year of Ascendancy at 19:00 Killed by Ce'Nedheretha the Guardian at level 14 on the 34th Dusk 122nd year of Ascendancy at 21:48 Killed by Eluriwe the grizzly bear at level 14 on the 35th Dusk 122nd year of Ascendancy at 11:01 Killed by Eluriwe the grizzly bear at level 14 on the 35th Dusk 122nd year of Ascendancy at 11:38 Killed by Eluriwe the grizzly bear at level 14 on the 35th Dusk 122nd year of Ascendancy at 12:19 Killed by gwelgoroth at level 14 on the 41st Dusk 122nd year of Ascendancy at 22:29 Killed by worm that walks at level 15 on the 47th Dusk 122nd year of Ascendancy at 06:51 Killed by worm that walks at level 15 on the 47th Dusk 122nd year of Ascendancy at 08:10 Killed by Weirdling Beast at level 17 on the 50th Dusk 122nd year of Ascendancy at 03:46 Killed by Weirdling Beast at level 17 on the 50th Dusk 122nd year of Ascendancy at 05:29 Killed by Aletta Soultorn at level 18 on the 59th Dusk 122nd year of Ascendancy at 07:00 Killed by Sleeping Beloldawe at level 19 on the 59th Dusk 122nd year of Ascendancy at 22:20 Killed by Dozing Islanne at level 19 on the 59th Dusk 122nd year of Ascendancy at 22:59 Killed by Sleeping Beloldawe at level 19 on the 59th Dusk 122nd year of Ascendancy at 23:38 Killed by Sleeping Beloldawe at level 19 on the 60th Dusk 122nd year of Ascendancy at 00:33 Killed by Sleeping Beloldawe at level 19 on the 60th Dusk 122nd year of Ascendancy at 01:43 Killed by Sleeping Beloldawe at level 19 on the 60th Dusk 122nd year of Ascendancy at 03:07 Killed by Sleeping Beloldawe at level 19 on the 60th Dusk 122nd year of Ascendancy at 04:00 Killed by Sleeping Beloldawe at level 19 on the 60th Dusk 122nd year of Ascendancy at 04:45 Killed by Aryvea the skeleton magus at level 22 on the 64th Dusk 122nd year of Ascendancy at 08:21 Killed by The Master at level 22 on the 64th Dusk 122nd year of Ascendancy at 15:06 Killed by The Master at level 22 on the 64th Dusk 122nd year of Ascendancy at 15:57 Killed by ghoul at level 22 on the 64th Dusk 122nd year of Ascendancy at 16:45 Killed by ghast at level 22 on the 64th Dusk 122nd year of Ascendancy at 17:53 Killed by ghast at level 22 on the 64th Dusk 122nd year of Ascendancy at 18:40 Killed by The Master at level 22 on the 64th Dusk 122nd year of Ascendancy at 19:28 Killed by armoured skeleton warrior at level 22 on the 64th Dusk 122nd year of Ascendancy at 20:25 Killed by Lord of Skulls (warrior) at level 22 on the 64th Dusk 122nd year of Ascendancy at 21:11 Killed by The Master at level 22 on the 64th Dusk 122nd year of Ascendancy at 21:49 Killed by skeleton mage at level 22 on the 64th Dusk 122nd year of Ascendancy at 22:41 Killed by skeleton master archer at level 23 on the 4th Haze 122nd year of Ascendancy at 05:26 Killed by Celia at level 23 on the 4th Haze 122nd year of Ascendancy at 20:51 Killed by Isylle the forest troll at level 24 on the 11st Haze 122nd year of Ascendancy at 20:47 Killed by Salybrenor the Blightborn at level 25 on the 13rd Haze 122nd year of Ascendancy at 13:55 Killed by orc master assassin at level 27 on the 37th Haze 122nd year of Ascendancy at 13:30 Killed by Rak'Shor Cultist at level 28 on the 1st Wintertide 123rd year of Ascendancy at 14:39 Killed by orc high pyromancer at level 29 on the 6th Regrowth 123rd year of Ascendancy at 15:31 Killed by overpowered greater multi-hued wyrm at level 29 on the 7th Regrowth 123rd year of Ascendancy at 02:35 Killed by overpowered greater multi-hued wyrm at level 30 on the 7th Regrowth 123rd year of Ascendancy at 03:46 Killed by overpowered greater multi-hued wyrm at level 30 on the 7th Regrowth 123rd year of Ascendancy at 05:42 Killed by overpowered greater multi-hued wyrm at level 30 on the 7th Regrowth 123rd year of Ascendancy at 06:32 Killed by overpowered greater multi-hued wyrm at level 31 on the 7th Regrowth 123rd year of Ascendancy at 07:56 Killed by orc pyromancer at level 32 on the 7th Regrowth 123rd year of Ascendancy at 12:52 Killed by orc high cryomancer at level 33 on the 7th Regrowth 123rd year of Ascendancy at 14:37 Killed by The One That Hunts at level 33 on the 57th Regrowth 123rd year of Ascendancy at 05:45 Killed by The Divine Writhing Mass at level 33 on the 57th Regrowth 123rd year of Ascendancy at 07:41 Killed by elven blood mage at level 34 on the 79th Regrowth 123rd year of Ascendancy at 04:34 Killed by elven cultist at level 34 on the 79th Regrowth 123rd year of Ascendancy at 16:04 Killed by elven cultist at level 34 on the 80th Regrowth 123rd year of Ascendancy at 02:18 Killed by elven corruptor at level 34 on the 80th Regrowth 123rd year of Ascendancy at 04:14 Killed by Nduvaal the onilug at level 34 on the 80th Regrowth 123rd year of Ascendancy at 12:49 Killed by elven cultist at level 35 on the 1st Time of Balance 123rd year of Ascendancy at 09:39 Killed by Bethubretta the venom drake hatchling at level 35 on the 64th Pyre 123rd year of Ascendancy at 13:44 Killed by The One That Hunts at level 36 on the 75th Pyre 123rd year of Ascendancy at 09:42 Killed by Greater Mummy Lord at level 36 on the 75th Pyre 123rd year of Ascendancy at 16:50 Killed by The One That Hunts at level 36 on the 75th Pyre 123rd year of Ascendancy at 23:18 Killed by Xath the venom drake hatchling at level 36 on the 76th Pyre 123rd year of Ascendancy at 06:30 Killed by Greater Mummy Lord at level 36 on the 76th Pyre 123rd year of Ascendancy at 09:39 Killed by Greater Mummy Lord at level 36 on the 76th Pyre 123rd year of Ascendancy at 12:36 |
Primary Stats
Strength | 56 (base 42) |
Dexterity | 27 (base 16) |
Constitution | 50 (base 41) |
Magic | 91 (base 58) |
Willpower | 31 (base 10) |
Cunning | 28 (base 10) |
Resources
Life | -3/1061 |
Insanity | 19/100 |
Healing Factor | 1.2786847857242 |
Regeneration | 60.448072230872 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +74.509803921569% |
Vision
Sight | 10 |
Lite | 11 |
Infravision | 10 |
See Stealth | 56.327703514839 |
See Invisible | 56.327703514839 |
Offense: Mainhand
Damage | 96 |
Accuracy | 65 |
Crit Chance | 8% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 63 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Blight | +4% |
Arcane | +25% |
Cold | +25% |
All | 0% |
Lightning | +25% |
Light | +12% |
Physical | +10% |
Darkness | +22% |
Fire | +25% |
Nature | +8% |
Offense: Damage Penetration
Lightning | +25% |
Mind | +30% |
Darkness | +15% |
Arcane | +25% |
Cold | +25% |
Fire | +25% |
Defense: Base
Armour (hardiness) | 94 (100%) |
Defense | 29 |
Ranged Defense | 29 |
Fatigue | 18 |
Physical Save | 50 |
Spell Save | 42 |
Mental Save | 33 |
Defense: Resistances
Light | + 46%( 70%) |
All | + 28%( 70%) |
Physical | + 37%( 70%) |
Cold | + 39%( 70%) |
Nature | + 39%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 55% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Silence Resistance | 0% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
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 physical effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 153 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
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 220 damage for 4 turns. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 5/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 3/5 |
| 3/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Chant of Fortress |
talent | Chaos Orbs |
detrimental effect | The more you use runes, the longer they will take to recharge (+2 cooldowns). Runic Saturation |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | Reduces global action speed by 34% and all outgoing projectiles speed by 53%. Congeal Time |
beneficial effect | Immune to physical effects. Spine of the World |
beneficial effect | The target has 47 increased life regeneration. Recovery |
beneficial effect | 2 pustules increasing resistance by 8%. Putrescent Pustule |
detrimental effect | The target is infected by a disease, reducing its constitution by 9 and doing 43.68 blight damage per turn. Rotting Disease |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffIn its remains, you found a strange staff. It radiates power and danger and you dare not use it yourself. On your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. You have advised the elders in Last Hope of these events. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by fiery orc wyrmic. Escort: lost defiler (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)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 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 5 of Dreadfell. Escort: lost sun paladin (level 5 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 Lost Dwarven Kingdom of Reknor. Escort: lost warrior (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the temporal explorer from death by skeleton warrior. 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 |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed hummerhorn wing. * You've found the needed naga tongue. Stire of Derth has completed an elixir of avoidance without your aid. Agrimley the hermit has completed an elixir of focus without your aid. You have aided Ungrol of Last Hope in creating an elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. 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 warg claw. * You've found the needed faerlhing fang. * You've found the needed minotaur nose. | 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 failed to protect her when escorting her out of the crypt. | failed |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | 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* He will need a Blood-Runed Athame and a Resonating Diamond to do this; he suggests looking for them in the Vor Armory to the northeast of the Gates of Morning, and tells you of a back entrance. * You have found a Blood-Runed Athame in the Vor Armory, and a Resonating Diamond in Briagh's lair. * The portal is now functional and can be used to go back, although, like all portals, it is one-way only. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. * You defeated the Assassin Lord and rescued the lost merchant. He gave you 8 gold and invited you to visit his shop in Last Hope. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Ego++] Arcane/Master/Psionic While equipped: Stats +3 Dex dps ---------- Phys.pwr +8 (+3 eff.) Spell.pwr +6 (+1 eff.) Mind.pwr +7 (+3 eff.) ----- def ----- Armour +5 Defense +17 (+9 eff.) A pair of boots made of leather. |
Light source | ![]() 1.0 T3 lite [Rare] Master While equipped: Stats +1 Str +2 Mag +5 Wil ---------- misc Light +10 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | ![]() 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 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | ![]() 2.0 T4 torque charm [Random Unique] Psionic While equipped: dps ---------- Mind.crit +2% Crit.mult +15.00% Res.pen +5% mind ----- def ----- Resists +15% cold Setup a psionic shield, reducing all damage taken by 153 for 5 turns Puts all charms on 16 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ----- def ----- Resists +8% all ---------- misc Talents +1 Spine of the World You have set the ring to grant you Spine of the World! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +25% lightning +25% fire +25% arcane +25% cold Res.pen +25% lightning +25% fire +25% arcane +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
Around waist | ![]() 1.0 T3 belt armor [Unique] Arcane While equipped: Stats +2 Cun +5 Wil ----- def ----- Confus- +30% Stun/Frz- +30% ---------- misc Mana/s.crit +3.00 Surround yourself with a magical shield (strength 327, based on Magic) for 10 turns. Uses 13 power out of 10/20 Ages ago this belt was worn by Linaniil herself in her youth, using its power she shielded herself from the Spellblaze rain of fire, but naught could she do for her sister Neira. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Arcane Power 44.5 - 62.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% Melee+ +49 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 105 damage While equipped: Stats +1 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +20 (+7 eff.) ----- def ----- Mind.save +3 (+2 eff.) Blunt and deadly. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 15 nature Dmg.mod +8% nature +18% darkness Res.pen +15% darkness +25% mind Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +3 Fatigue +5% Resists +15% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Con +5 Mag ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) Silence- +0% Confus- +25% Pinning- +0% Stun/Frz- +55% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T5 cloak armor [Ego++] Nature/Master While equipped: Stats +4 Cun +3 Dex dps ---------- Acc +30 (+8 eff.) Apr +5 ----- def ----- Defense +3 (+2 eff.) Fatigue -7% Max.HP +74.00 ---------- misc Max.stam +25.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 332 strength, based on Magic) for 5 turns. Uses 16 power out of 22/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd 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 555 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
![]() 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 create a protective shield absorbing at most 160 damage for 5 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 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-3 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str dps ---------- Dmg.mod +9% blight ----- def ----- Resists +9% blight +12% fire +12% cold Phys.save +14 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +11 (+6 eff.) 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 39 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +15 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +14 (+7 eff.) Blind- +14% ---------- misc Infravis +4 Sight +2 See.Invis +8 Amulets make your neck look great! |
![]() 0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +8 (+2 eff.) Dmg.mod +8% light +8% darkness Res.pen +15% light +15% darkness ----- def ----- Resists +10% light +10% darkness Res.Cap +5% light +5% darkness All your damage is converted and split into light and darkness. Circle of Sanctity: (Instant) Level 3.0 Pwr.cost 20 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 19 light damage to everyone else who enters. The circle lasts 4 turns. This small pendant depicts a hematite moon eclipsing a golden sun and according to legend was worn by one of the Sunwall's founders. |
![]() 0.1 T4 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Str dps ---------- Dmg.mod +15% fire +12% cold Res.pen +5% cold Melee Ret 4 fire ----- def ----- Resists +25% darkness +19% temporal +21% light +3% cold Blind- +36% Pinning- +25% Knockbk- +25% Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
![]() 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 [Rare] Master While equipped: dps ---------- Melee Ret 4 temporal ----- def ----- Defense +10 (+5 eff.) Resists +9% acid +12% temporal Die.at -80.00 life HP.reg +5.00 Disease- +20% Stun/Frz- +29% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
![]() 0.1 T4 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +15 (+4 eff.) Apr +11 ----- def ----- Defense +11 (+6 eff.) Disengage: Puts all charms on 7 cooldown Level 2.0 Pwr.cost 7 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +56.00 HP.reg +8.00 Heal.mod +14% Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego+] Arcane While equipped: Stats +5 Wil +5 Mag dps ---------- Spell.pwr +13 (+3 eff.) Dmg.mod +14% darkness ----- def ----- Resists +28% darkness Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +13% acid ----- def ----- Resists +26% acid Phys.save +12 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Rings make your fingers look great! |
![]() 5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Blight Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Necrosis +0.10 Spell/Master of flesh +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T4 battleaxe 2H weapon [Rare] Arcane Power 41.5 - 62.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +7.5% Atk.spd 100% On Hit.r1 +19 fire While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +15% mind +21% cold Res.pen +20% fire Melee Ret 10 cold Massive two-handed battleaxes. |
![]() 3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+3 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-16 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
![]() 3.0 T4 longsword 1H weapon [Rare] Arcane Power 35.5 - 49.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +25 cold On Hit.r1 +16 mind While equipped: Stats +7 Mag dps ---------- Spell.crit +2% S.pwr/crit +10 On Hit (Melee): * 20% chance to reduce damage dealt by 21% ----- def ----- Resists +9% darkness ---------- misc Vim/s.crit +2.00 Sharp, long, and deadly. |
![]() 3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 cold While equipped: Stats +3 Dex +1 Wil dps ---------- Mind.crit +2% Phys.spd +10% Res.pen +10% mind Acc +17 (+4 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +6% mind Disarm- +35% ---------- misc Max.hate +2.00 Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 90% Str, 20% Cun Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +20.0% Atk.spd 100% On Crit.r2 +50 manaburn arcane While equipped: ----- def ----- Resists +15% arcane +20% blight It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The mace symbolizes the krogs willingness to endure until the final blow is struck against the arcane. Commonly the mace would be used to batter a mage senseless, thus preventing them from being able to cast their spells. |
![]() 1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego++] Master/Psionic Power 39.0 - 50.7 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% 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: dps ---------- Res.pen +10% physical Acc +15 (+4 eff.) Apr +11 Sharp, short and deadly. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Ego+] Master Power 45.5 - 54.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +13 Crit +11.5% Capacity 22 Proj.spd +200% Shots are used with slings to pummel your foes to death. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex +3 Mag +4 Con dps ---------- Melee+ 8 cold Melee Ret 7 ice ----- def ----- Armour +6 Fatigue +8% Resists +5% arcane ---------- misc Light +3 Talents +1 Block Handheld deflection devices. |
![]() 6.0 T4 mummy armor [Unique] Arcane A complementing item would be your crowning glory. While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +15% cold +15% arcane +20% darkness Melee Ret 10 darkness ----- def ----- Armour +12 Defense +12 (+6 eff.) Resists +30% blight -10% fire +30% darkness -10% light HP.reg +1.00 Poison- +100% Disease- +100% ---------- misc Light -1 The wearer is treated as an undead. Woven through with fell magics of undeath, these bindings suck the light and life out of everything they touch. Any who don them will find themselves suspended in a nightmarish limbo between life and death. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +7 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +6 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +5 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +3 Mag dps ---------- Spell.pwr +5 (+1 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Normal] While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +7 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% darkness +15% cold +15% arcane +18% fire ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists +2% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +5 Mag dps ---------- Spell.pwr +9 (+2 eff.) Dmg.mod +15% darkness +15% cold +22% light +15% arcane ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists +33% light -25% fire Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Nature While equipped: Stats +4 Mag dps ---------- Spell.pwr +10 (+2 eff.) Dmg.mod +15% darkness +15% cold +15% arcane +26% physical ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire +26% physical Decaying mummy wrappings. |
![]() 6.0 T4 mummy armor [Ego] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +4% Spell.pwr +13 (+3 eff.) Dmg.mod +15% cold +15% arcane +15% darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +2% Resists -25% fire Spell.save +23 (+7 eff.) Decaying mummy wrappings. |
![]() 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 (+8 eff.) Resists -10% cold +50% fire +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 T3 cloth armor [Unique] Nature While equipped: Stats +4 Wil +5 Con dps ---------- Mind.crit +5% Mind.pwr +10 (+4 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 poison 20 nature slow ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+4 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.9 Pwr.cost 10 out of 20/20. Range 8 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 14.0 T5 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +15 Cun +9 Mag dps ---------- Res.pen +15% darkness ----- def ----- Armour +10 Defense +5 (+3 eff.) Fatigue +12% Resists +9% mind Mind.save +25 (+11 eff.) ---------- misc Light +3 Infravis +3 A suit of armour made of mail. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+5 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+5 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
![]() 1.0 T3 belt armor [Rare] Disrupt While equipped: ----- def ----- Resists +7% acid +14% blight +6% nature +3% darkness Die.at -20.00 life HP.reg +2.00 Stun/Frz- +20% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 16 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
![]() 1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -6% Resists +7% light +5% darkness ---------- misc Max.enc +27 A belt that goes around your waist. |
![]() 1.0 T5 belt armor [Ego+] Arcane While equipped: Stats +6 Mag ----- def ----- Armour +8 ---------- misc Mana/turn +0.28 Max.mana +23.00 Create a temporary shield that absorbs 257 damage Puts all charms on 20 cooldown A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Melee Ret 8 darkness 2 cold On Hit (Melee): * 10% chance to reduce damage dealt by 21% ----- def ----- Defense +1 (+1 eff.) Resists +3% darkness A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Res.pen +5% darkness +5% lightning ----- def ----- Defense +1 (+1 eff.) Resists +3% blight +3% cold +5% arcane Spell.save +6 (+2 eff.) 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 [Rare] Nature While equipped: dps ---------- Dmg.mod +9% light +3% fire Res.pen +5% light ----- def ----- Defense +2 (+1 eff.) Resists +9% light Max.HP +35.00 ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +8 Str +3 Dex +3 Con dps ---------- Phys.pwr +20 (+7 eff.) Dmg.mod +6% fire Acc +10 (+3 eff.) Melee Ret 4 physical ----- def ----- Defense +2 (+1 eff.) Resists +3% physical 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 feet armor [Rare] Master While equipped: dps ---------- Res.pen +10% mind +15% acid On Hit (Melee): * 10% chance to slow global speed by 52% * 20% chance to reduce armor by 39% ----- def ----- Armour +3 Resists +8% fire +6% nature +7% cold A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +15% fire Res.pen +10% darkness ----- def ----- Armour +3 Defense +8 (+4 eff.) Resists +3% darkness ---------- misc Spell.cld 10% Evasion: (Instant) Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 23% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +1 Cun +1 Con ----- def ----- Armour +3 Fatigue +2% Phys.save +11 (+3 eff.) Mind.save +12 (+6 eff.) ---------- misc Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex +6 Mag +6 Cun dps ---------- Phys.crit +4.0% Apr +2 ----- def ----- Armour +6 Fatigue +3% Disengage: Puts all charms on 10 cooldown Level 1.0 Pwr.cost 10 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 74% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% acid +15% light Res.pen +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 25 * 20% chance to reduce armor by 39% ----- def ----- Armour +7 Fatigue +3% ---------- misc Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Level 4.0 Pwr.cost 11 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Dmg.mod +6% mind Res.pen +5% nature +5% mind Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 52% On Melee Ret: * 35% chance to reduce strength, dexterity, and constitution by 29 * 32% chance to reduce damage dealt by 21% ----- def ----- Armour +7 Fatigue +5% Resists +3% mind Mind.save +11 (+6 eff.) Max.HP +57.00 HP.reg +9.00 Disarm- +31% ---------- misc Stam/turn +1.20 Max.stam +24.00 Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T5 head armor [Ego++] Arcane/Master While equipped: Stats +13 Wil +6 Mag dps ---------- Spell.crit +3% Dmg.mod +6% blight +14% arcane ----- def ----- Armour +5 Fatigue +5% Resists +8% blight Mind.save +8 (+4 eff.) A cap made of leather. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +6 Str +13 Dex +1 Mag +4 Wil +3 Cun dps ---------- Mind.pwr +4 (+2 eff.) Acc +15 (+4 eff.) ----- def ----- Armour +4 Fatigue +4% ---------- misc Light +3 Skullcracker: Puts all charms on 13 cooldown Level 3.6 Pwr.cost 13 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 323.8 Physical damage. If the attack hits, the target is confused (33% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +12% lightning +12% acid Res.pen +10% fire Melee Ret 4 acid 6 fire ----- def ----- Armour +4 Fatigue +4% Resists +10% physical Phys.save +7 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Resists +6% nature +3% mind Die.at -20.00 life Teleport- +20% ---------- misc Light +1 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 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 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 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 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 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 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold 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 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 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. |
![]() 0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Con +5 Mag Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
![]() 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(85 power, based on Willpower). Uses 7 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 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 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 602.50 fire damage (based on Magic). Uses 33 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 131 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 T3 torque charm [Rare] Psionic While equipped: Stats +2 Str +3 Cun +6 Con ----- def ----- Resists +3% mind Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 248 physical damage Puts all charms on 10 cooldown 100% to increase the duration of 1 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 149 for 5 turns Puts all charms on 21 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 5 detrimental mental effects for 5 turns Puts all charms on 22 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T5 wand charm [Ego+] Arcane Create a shield absorbing up to 494 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 16% for 2 turns. 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. |
![]() 0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 7 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Writhe the Cornac Writhing One level 23
3rd Haze 122nd year of Ascendancy at 17:47 see stats
By Writhe the Cornac Writhing One level 29
7th Regrowth 123rd year of Ascendancy at 02:31 see stats
By Writhe the Cornac Writhing One level 27
27th Haze 122nd year of Ascendancy at 05:12 see stats
By Writhe the Cornac Writhing One level 28
1st Wintertide 123rd year of Ascendancy at 22:55 see stats
By Writhe the Cornac Writhing One level 35
3rd Pyre 123rd year of Ascendancy at 21:28 see stats
By Writhe the Cornac Writhing One level 25
13rd Haze 122nd year of Ascendancy at 20:45 see stats
By Writhe the Cornac Writhing One level 18
58th Dusk 122nd year of Ascendancy at 18:46 see stats
By Writhe the Cornac Writhing One level 32
7th Regrowth 123rd year of Ascendancy at 09:19 see stats
By Writhe the Cornac Writhing One level 10
11st Dusk 122nd year of Ascendancy at 13:08 see stats
By Writhe the Cornac Writhing One level 20
60th Dusk 122nd year of Ascendancy at 13:54 see stats
By Writhe the Cornac Writhing One level 30
7th Regrowth 123rd year of Ascendancy at 03:21 see stats
By Writhe the Cornac Writhing One level 35
18th Pyre 123rd year of Ascendancy at 21:55 see stats
By Writhe the Cornac Writhing One level 36
65th Pyre 123rd year of Ascendancy at 12:11 see stats
By Writhe the Cornac Writhing One level 26
14th Haze 122nd year of Ascendancy at 05:00 see stats
By Writhe the Cornac Writhing One level 5
6th Dusk 122nd year of Ascendancy at 13:29 see stats
By Writhe the Cornac Writhing One level 11
14th Dusk 122nd year of Ascendancy at 12:51 see stats
By Writhe the Cornac Writhing One level 33
53rd Regrowth 123rd year of Ascendancy at 21:24 see stats
By Writhe the Cornac Writhing One level 33
8th Regrowth 123rd year of Ascendancy at 02:03 see stats
By Writhe the Cornac Writhing One level 18
58th Dusk 122nd year of Ascendancy at 01:13 see stats
By Writhe the Cornac Writhing One level 22
65th Dusk 122nd year of Ascendancy at 01:55 see stats
Log
Talent Tendrils Eruption is ready to use.
Talent Writhing Hairs is ready to use.
Rotting Disease from Greater Mummy Lord hits Writhe for 9 healing, 33 blight (33 total damage) [9 healing].
Greater Mummy Lord casts Manathrust.
Writhe casts Tendrils Eruption.
Decrepitude Disease from Writhe hits Greater Mummy Lord for (4 to time), 0 fire, (5 to time), 0 cold, (5 to time), 0 lightning, (6 to time), 0 arcane (0 total damage).
The fabric of time around Greater Mummy Lord stabilizes to normal.
The powerful time-altering energies generate a restoration field on Greater Mummy Lord.
Greater Mummy Lord is caught by a slimy tendril.
Writhe's defiled blood area effect performs a melee critical strike against The One That Hunts!
Greater Mummy Lord's ice storm area effect hits Writhe for 10 healing, 37 cold (37 total damage) [10 healing].
Greater Mummy Lord's ice storm area effect hits The One That Hunts for 0 cold damage.
Greater Mummy Lord's winter area effect hits Writhe for 9 healing, 36 cold (36 total damage) [9 healing].
Melee retaliation hits Writhe for 8 healing, 31 cold, 2 healing, 8 fire, 2 healing, 6 acid, 6 healing, 21 cold, 1 healing, 5 fire, 1 healing, 4 acid (75 total damage) [20 healing].
Writhe's defiled blood area effect hits The One That Hunts for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Writhe's defiled blood area effect hits Greater Mummy Lord for 2 fire, 2 cold, 2 lightning, 3 arcane, 3 fire, 3 cold, 3 lightning, 4 arcane (21 total damage).
Writhe hits Greater Mummy Lord for (60 to time), 0 fire, (64 to time), 0 cold, (66 to time), 0 lightning, (15 to time), 70 arcane, 3 fire, 3 cold, 3 lightning, 4 arcane (83 total damage).
Writhe hits The One That Hunts for 0 fire, 0 cold, 0 lightning, 0 arcane, 0 fire, 0 cold, 0 lightning, 0 arcane (0 total damage).
Greater Mummy Lord's Manathrust hits Writhe for 11 healing, 43 arcane (43 total damage) [11 healing].
Greater Mummy Lord casts Lightning.
Greater Mummy Lord hits Writhe for 14 healing, 52 lightning (52 total damage) [14 healing].
Rotting Disease from Greater Mummy Lord hits Writhe for 6 healing, 23 blight (23 total damage) [6 healing].
The One That Hunts casts Crumble.
Wall turns into floor.
Winter wall turns into floor.
Winter wall turns into floor.
Winter wall turns into floor.
The One That Hunts hits Writhe for 267 darkness damage.
Greater Mummy Lord is free from the decrepitude disease.