











Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Nekarcos's Quality of Life 01: Effect Display 1.7.5This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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: Improved Combat Text v2 Custom Edit 1.7.5This is a custom edit of the "Improved Combat Text v2" mod. All credit for the original work goes to to the original mod by Codefly
DescriptionThis addon replaces ToME's floating combat text:
Custom Edit
The original addon is great, but I was always frustrated with the excessive amount of floating talent text and other garbage that just wasn't relevant to combat.
Installation:
* For Steam users: subscribe to this mod Remove: or make it easy in game:
Note for LeoMaven or CodeFly
If either of you want to just steal my code and put it in your addons that is completely fine with me. 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 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: Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Select First Escort 1.7.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Free 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. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: 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. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 43 / 18% |
Size | medium |
Lifes / Deaths | Killed by bloated horror at level 10 on the 26th Voratun 122nd year of Ascendancy at 23:25 0 / 9Killed by Adobeth the mountain troll at level 11 on the 27th Voratun 122nd year of Ascendancy at 14:39 Killed by worm that walks (servant of NeverGiveUp) at level 13 on the 4th Profit 122nd year of Ascendancy at 06:29 Killed by dreadmaster at level 34 on the 30th Stralite 123rd year of Ascendancy at 14:10 Killed by ghast at level 36 on the 35th Stralite 123rd year of Ascendancy at 21:28 Killed by NeverGiveUp at level 37 on the 36th Stralite 123rd year of Ascendancy at 00:45 Killed by Gloraseta the orc warrior at level 39 on the 13rd Profit 123rd year of Ascendancy at 14:14 Killed by corrupted protosentient globula at level 39 on the 13rd Profit 123rd year of Ascendancy at 21:34 Killed by Glorywe the orc cryomancer at level 43 on the 27th Profit 123rd year of Ascendancy at 20:48 |
Primary Stats
Strength | 78 (base 60) |
Dexterity | 44 (base 34) |
Constitution | 29 (base 13) |
Magic | 95 (base 60) |
Willpower | 21 (base 10) |
Cunning | 48 (base 24) |
Resources
Life | -3/1375 |
Insanity | 58/100 |
Healing Factor | 1.4224687383467 |
Regeneration | 34.494866904908 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +36.97524696759% |
Spell | 0% |
Global | +120.59599442752% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 7 |
See Stealth | 53.214212148624 |
See Invisible | 53.214212148624 |
Offense: Mainhand
Damage | 126 |
Accuracy | 69 |
Crit Chance | 59% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 68 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Blight | +36% |
Cold | +23% |
All | +14% |
Lightning | +20% |
Temporal | +23% |
Darkness | +59% |
Mind | +20% |
Fire | +26% |
Nature | +43% |
Offense: Damage Penetration
Arcane | +10% |
Darkness | +15% |
Fire | +15% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 25 (48.304188961773%) |
Defense | 51 |
Ranged Defense | 51 |
Fatigue | 0 |
Physical Save | 42 |
Spell Save | 45 |
Mental Save | 48 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 54%( 70%) |
Arcane | + 30%( 70%) |
Cold | + 39%( 70%) |
All | + 22%( 70%) |
Physical | + 25%( 70%) |
Lightning | + 43%( 70%) |
Light | + 26%( 70%) |
Temporal | + 42%( 70%) |
Mind | + 28%( 70%) |
Darkness | + 61%( 70%) |
Fire | + 53%( 70%) |
Nature | + 15%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 100% |
Instadeath Resistance | 100% |
Stun Resistance | 83% |
Poison Resistance | 50% |
Silence Resistance | 87% |
Inscriptions (5/5)
Runes | Effective talent level: 2.5 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 575 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 2.5 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 43 up to 5 times. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 696% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -594 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1188 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity 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 |
| 1/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by orc cryomancer. Escort: injured seer (level 4 of Dreadfell) | failed |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Dreadfell. Escort: lost defiler (level 3 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Lisikira the black crystal. Escort: lost defiler (level 4 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 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 Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Lacerating Strikes (+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 |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 1000. | 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 has completed an elixir of precision without your aid. You have aided Marus of Elvala in creating an elixir of mysticism. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +2 Mag +4 Wil dps ---------- Dmg.mod +12% fire Res.pen +10% arcane +15% fire ----- def ----- Armour +12 Fatigue +4% Resists +12% acid +20% fire +14% lightning +11% cold Silence- +37% Confus- +33% Stun/Frz- +31% Blink to a nearby random location (rad 13) Puts all charms on 17 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | ![]() 0.0 T5 lite [Random Unique] Arcane While equipped: Stats +7 Mag dps ---------- Spell.pwr +14 (+3 eff.) Dmg.mod +3% blight +9% temporal +14% darkness +9% nature Melee Ret 8 blight 6 temporal 30 fire On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 31 ----- def ----- Resists +14% light +10% fire Affinity +5% darkness ---------- misc Light +7 Infravis +5 Moonlight Ray: Puts all charms on 6 cooldown Level 5.5 Pwr.cost 6 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 337.96 damage. The damage dealt will increase with your Spellpower. Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% cold On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Resists +9% darkness Create a shield absorbing up to 500 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown 100% to increase all damage by 25% for 2 turns. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +6 Str +7 Con dps ---------- Phys.pwr +11 (+3 eff.) ----- def ----- Max.HP +65.00 HP.reg +12.00 Heal.mod +13% Rings make your fingers look great! |
On fingers | ![]() 0.1 T4 ring jewelry [Ego++] Nature/Master While equipped: Stats +7 Str +8 Con dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Max.HP +57.00 HP.reg +12.00 Heal.mod +14% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Ego++] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +16.0% Mind.crit +5% Crit.mult +7.00% Phys.pwr +4 (+1 eff.) A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 mace 1H weapon [Random Unique] Master Power 47.0 - 65.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Str +1 Dex dps ---------- Phys.crit +27.0% Phys.pwr +14 (+4 eff.) Dmg.mod +6% lightning Acc +16 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Resists +4% physical Disarm- +36% Blunt and deadly. |
On hands | ![]() 1.0 T4 hands armor [Random Unique] Psionic While equipped: dps ---------- Melee+ 9 mind Dmg.mod +6% mind +12% darkness Res.pen +15% darkness Acc +15 (+3 eff.) Melee Ret 2 lightning On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +3 Resists +8% mind +3% lightning Phys.save +15 (+5 eff.) Mind.save +16 (+5 eff.) Disarm- +73% Unarmed combat: Power 25.5 - 28.1 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +15 Apr +5 Crit +5.0% Atk.spd 100% On Crit.r2 +13 mind On Hit: 20% Psychic Lobotomy 5 On Hit: 20% Perfect Control 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | ![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+3 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+4 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+7 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+7 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
Around neck | ![]() 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 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... 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. |
Inventory
![]() 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 362 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 358 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 513 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 35% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 146 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 Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 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 41 power out of 60/60 The evilness of undeath radiates from this amulet. |
![]() 0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your 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, 340 strength, based on Magic) for 5 turns. Uses 17 power out of 24/24 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. |
![]() 0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
![]() 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 5.5 Pwr.cost 25 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (168). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 13). 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 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +14% darkness +9% blight Acc +20 (+5 eff.) ----- def ----- Armour +2 Resists +22% darkness +2% physical Die.at -20.00 life Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con When first worn the ring attunes to you, letting you choose a prodigy it will forever grant while worn (can not be changed once chosen, re-wear it to select again if you refused to choose at first). A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
![]() 0.1 T4 ring jewelry [Ego+] Arcane While equipped: Stats +6 Cun +5 Mag dps ---------- Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Spell.pwr +9 (+2 eff.) Dmg.mod +8% all Rings make your fingers look great! |
![]() 1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
![]() 1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master Power 44.0 - 66.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +12.0% Phys.pwr +14 (+4 eff.) Massive two-handed mauls. |
![]() 3.0 T4 longsword 1H weapon [Unique] Arcane/Unknown Power 50.0 - 70.0 Physical Uses 60% Mag, 60% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +7.0% Atk.spd 100% On Hit: * deal 54.15 arcane and 75.64 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: dps ---------- Spell.crit +12% Spell.pwr +24 (+6 eff.) ---------- misc Talents +1 Soul Purge This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T4 longsword 1H weapon [Normal] 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% Sharp, long, and deadly. |
![]() 3.0 T4 mindstar 1H weapon Reqs Wil 28 [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
![]() 2.5 T5 staff 1H weapon [Unique] Arcane A part of set. Power 35.0 - 42.0 Physical Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +15% Spell.pwr +30 (+7 eff.) Dmg.mod +35% lightning ----- def ----- Mind.save +8 (+3 eff.) ---------- misc Talents +1 Command Staff The top part of Telos' broken staff. |
![]() 5.0 T3 staff 1H weapon [Random Unique] Arcane/Nature/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Wil +5 Con dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +20% light ----- def ----- Armour +8 Defense +8 (+3 eff.) Resists +5% arcane Mind.save +3 (+1 eff.) HP.reg +5.00 Heal.mod +19% Stun/Frz- +20% ---------- misc Wards +3 light Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 2H weapon [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +9 Mag +10 Wil +7 Cun dps ---------- Phys.crit +6.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+2 eff.) S.pwr/crit +7 Dmg.mod +15% cold Acc +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T4 staff 1H weapon [Ego++] Arcane/Master Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Mag +2 Wil dps ---------- Phys.crit +7.0% Spell.crit +7% Phys.pwr +8 (+2 eff.) Spell.pwr +23 (+5 eff.) Dmg.mod +25% darkness Acc +5 (+1 eff.) ---------- misc Max.mana +43.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T3 waraxe 1H weapon [Rare] Disrupt Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * 19 arcane resource burn While equipped: ----- def ----- Resists +2% physical +15% darkness +20% light +9% nature +9% temporal Cut- +20% One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Nature/Psionic Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit.r2 +20 acid +17 nature On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Res.pen +10% acid +11% nature Apr +8 One-handed war axes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: Stats +7 Str +5 Dex +10 Cun dps ---------- Phys.crit +8.0% Mind.crit +11% ---------- misc Equi/ret +0.20 Infravis +3 See.Invis +6 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) Apr +1 Melee Ret 6 physical ----- def ----- Resists +3% light +3% blight Spell.save +9 (+3 eff.) HP.reg +0.60 Heal.mod +11% A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +2 Str +6 Dex +2 Wil +12 Cun +6 Lck ----- def ----- Crit.chn- 15.00% Stealth +6 ---------- misc T.Disarm +8 Infravis +7 A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Random Unique] Disrupt/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Phys.crit +7.0% Mind.crit +9% Phys.pwr +7 (+2 eff.) Dmg.mod +9% darkness Res.pen +20% light +10% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Resists +11% acid +9% blight Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Cun +4 Str dps ---------- Mind.crit +1% Dmg.mod +9% physical ----- def ----- Armour +2 Defense +16 (+6 eff.) Max.HP +34.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +7% darkness +6% lightning Res.pen +8% darkness ----- def ----- Defense +2 (+1 eff.) Resists +6% fire +13% darkness +9% nature Phys.save +10 (+4 eff.) Mind.save +8 (+3 eff.) Stealth +10 Die.at -50.00 life Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Res.pen +15% nature ----- def ----- Armour +3 Fatigue +2% Resists +6% darkness Crit.chn- 10.00% HP.reg +2.00 Heal.mod +10% ---------- misc Light +3 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +5 Con dps ---------- Mind.pwr +30 (+15 eff.) Melee Ret 6 mind 10 physical ----- def ----- Armour +13 ---------- misc Stam/turn +0.90 Max.stam +28.00 Max.hate +8.00 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +5 Str +3 Dex +3 Cun +6 Con dps ---------- Phys.crit +7.0% Phys.pwr +4 (+1 eff.) Dmg.mod +11% physical Acc +20 (+5 eff.) Apr +6 ----- def ----- Armour +3 Resists +5% arcane ---------- misc Max.stam +30.00 Size +1 Disengage: Puts all charms on 11 cooldown Level 3.5 Pwr.cost 11 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 6 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 178% 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. A pair of boots made of leather. |
![]() 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +1 Wil ----- def ----- Armour +9 Fatigue +3% Resists +12% darkness Crit.chn- 15.00% Spell.save +15 (+5 eff.) HP.reg +4.00 Poison- +20% Disarm- +20% ---------- misc Light +2 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T3 feet armor [Rare] Master While equipped: Stats +11 Lck +9 Dex ----- def ----- Armour +3 Defense +30 (+10 eff.) Resists +1% physical Phys.save +15 (+5 eff.) Stealth +10 Heal.mod +10% Poison- +20% Disease- +20% A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +3 Cun +3 Con +8 Lck dps ---------- Crit.mult +20.00% Spell.pwr +11 (+2 eff.) S.pwr/crit +2 Dmg.mod +6% blight ----- def ----- Armour +3 Phys.save +17 (+6 eff.) Mind.save +15 (+5 eff.) Stealth +10 A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Wil +6 Mag dps ---------- Spell.pwr +4 (+1 eff.) Melee+ 6 arcane Dmg.mod +9% arcane +6% light ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane Crit.chn- 5.00% HP.reg +3.00 ---------- misc Stam/turn +0.90 Max.stam +11.00 See.Invis +9 Unarmed combat: Power 17.5 - 24.5 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +10 arcane On Crit.r2 +8 arcane On Hit: 10% Nightmare 3 On Hit: 10% Manathrust 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 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 (+2 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+3 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 5.5 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 [Ego+] Nature/Master While equipped: Stats +3 Con dps ---------- Melee+ 9 nature Dmg.mod +5% nature ----- def ----- Armour +3 Fatigue +5% Resists +5% nature Phys.save +14 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+2 eff.) Disarm- +44% Unarmed combat: Power 29.5 - 41.3 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +8 physical On Crit.r2 +11 nature On Hit: 10% Juggernaut 1 On Hit: 10% Venomous Breath 5 Juggernaut: (Instant) Puts all charms on 21 cooldown Level 3.5 Pwr.cost 21 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 29% and provides a 16% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% Crit.chn- 5.00% Die.at -80.00 life Max.HP +20.00 Confus- +10% 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 [Random Unique] Nature/Master While equipped: Stats +8 Str +12 Wil +2 Con dps ---------- Phys.crit +3.0% Phys.pwr +33 (+9 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +8% blight +7% physical Phys.save +8 (+3 eff.) Mind.save +15 (+5 eff.) ---------- misc Max.stam +30.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 T3 head armor [Normal] While equipped: ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
![]() 2.0 T3 head armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +13 (+5 eff.) A cap made of leather. |
![]() 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 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% 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 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 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 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 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+3 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 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Wil dps ---------- Crit.mult +15.00% Dmg.mod +6% nature ----- def ----- Defense +10 (+4 eff.) Resists +10% nature Die.at -60.00 life ---------- misc Vim/s.crit +2.00 Max.vim +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
![]() 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 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 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Disease- +15% Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. It was changed by the digestive sack. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 68 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 1.0 T3 lite [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +6% nature +6% darkness +5% arcane +12% light ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +41.00 ---------- 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. |
![]() 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. |
![]() 1.0 orb [Plot Item] Unknown Activate a portal. Uses 7 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 137 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 829.40 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 17 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
![]() 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. |
![]() 3.0 T3 shot ammo [Rare] Arcane Power 50.0 - 60.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 21 Rld cld 3 Proj.spd +200% On Hit.r1 +20 physical On Hit: * 20% chance to reduce damage dealt by 15% While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Resists +3% light +3% nature Crit.chn- 5.00% Confus- +10% Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 11 cooldown 100% to reduce 1 talent cooldowns by 2. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 260 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 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. |
![]() 2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 554 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 19 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T3 wand charm [Ego] Arcane Create a shield absorbing up to 248 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 14 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 21 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 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 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 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. |
Achievements
By NeverGiveUp the Drem Writhing One level 37
8th Profit 123rd year of Ascendancy at 17:30 see stats
By NeverGiveUp the Drem Writhing One level 37
25th Voratun 123rd year of Ascendancy at 05:07 see stats
By NeverGiveUp the Drem Writhing One level 42
23rd Profit 123rd year of Ascendancy at 10:47 see stats
By NeverGiveUp the Drem Writhing One level 41
17th Profit 123rd year of Ascendancy at 21:48 see stats
By NeverGiveUp the Drem Writhing One level 28
26th Shortage 122nd year of Ascendancy at 09:23 see stats
By NeverGiveUp the Drem Writhing One level 39
14th Profit 123rd year of Ascendancy at 19:06 see stats
By NeverGiveUp the Drem Writhing One level 31
15th Iron 123rd year of Ascendancy at 07:43 see stats
By NeverGiveUp the Drem Writhing One level 36
34th Stralite 123rd year of Ascendancy at 11:28 see stats
By NeverGiveUp the Drem Writhing One level 23
8th Shortage 122nd year of Ascendancy at 03:24 see stats
By NeverGiveUp the Drem Writhing One level 30
8th Iron 123rd year of Ascendancy at 03:03 see stats
By NeverGiveUp the Drem Writhing One level 25
15th Shortage 122nd year of Ascendancy at 10:32 see stats
By NeverGiveUp the Drem Writhing One level 31
11st Iron 123rd year of Ascendancy at 12:25 see stats
By NeverGiveUp the Drem Writhing One level 10
25th Voratun 122nd year of Ascendancy at 11:48 see stats
By NeverGiveUp the Drem Writhing One level 20
39th Profit 122nd year of Ascendancy at 15:49 see stats
By NeverGiveUp the Drem Writhing One level 30
7th Iron 123rd year of Ascendancy at 04:14 see stats
By NeverGiveUp the Drem Writhing One level 40
14th Profit 123rd year of Ascendancy at 19:06 see stats
By NeverGiveUp the Drem Writhing One level 22
17th Wealth 122nd year of Ascendancy at 13:56 see stats
By NeverGiveUp the Drem Writhing One level 29
27th Shortage 122nd year of Ascendancy at 12:11 see stats
By NeverGiveUp the Drem Writhing One level 32
12nd Gold 123rd year of Ascendancy at 14:20 see stats
By NeverGiveUp the Drem Writhing One level 15
20th Profit 122nd year of Ascendancy at 07:08 see stats
By NeverGiveUp the Drem Writhing One level 40
14th Profit 123rd year of Ascendancy at 22:09 see stats
By NeverGiveUp the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 23:25 see stats
By NeverGiveUp the Drem Writhing One level 10
26th Voratun 122nd year of Ascendancy at 22:56 see stats
By NeverGiveUp the Drem Writhing One level 9
23rd Voratun 122nd year of Ascendancy at 20:18 see stats
By NeverGiveUp the Drem Writhing One level 16
24th Profit 122nd year of Ascendancy at 11:55 see stats
By NeverGiveUp the Drem Writhing One level 24
15th Shortage 122nd year of Ascendancy at 04:49 see stats
By NeverGiveUp the Drem Writhing One level 19
34th Profit 122nd year of Ascendancy at 20:07 see stats
By NeverGiveUp the Drem Writhing One level 37
24th Voratun 123rd year of Ascendancy at 16:25 see stats
Log
Orc fighter is terrified of the horrors attacking him!
Bleeding from NeverGiveUp's Temporal Clone hits worm that walks (servant of NeverGiveUp) for 65 physical damage.
Adimitira the orc elite berserker uses Inner Demons.
Worm that walks (servant of NeverGiveUp) is plagued by inner demons!
Arodheta the orc high pyromancer casts Flame.
Worm that walks (servant of NeverGiveUp) is on fire!
Lashing Tentacle is on fire!
NeverGiveUp's Temporal Clone casts Disjointed Mind.
Worm that walks (servant of NeverGiveUp) wanders around!
Prophecy of Ruin from Glorywe the orc cryomancer hits Lashing Tentacle for 116 darkness damage.
Arodheta the orc high pyromancer hits worm that walks (servant of NeverGiveUp) for 139 fire damage.
Arodheta the orc high pyromancer hits Lashing Tentacle for 141 fire damage.
Orc fighter uses Block.
NeverGiveUp's Temporal Clone uses Horror Shell.
A shield forms around NeverGiveUp's Temporal Clone.
Orc fighter feels pain again.
Xuth the orc cryomancer casts Freeze.
Xuth the orc cryomancer's spell attains critical power!
Xuth the orc cryomancer is surging arcane power.
Xuth the orc cryomancer roars triumphantly.
Glorywe the orc cryomancer loses 13 health to the entropy.
Bleeding from NeverGiveUp hits Xuth the orc cryomancer for 9 physical damage.
Bleeding from NeverGiveUp hits Orc berserker for 74 physical damage.
Xuth the orc cryomancer hits Lashing Tentacle for 265 cold damage.
Arodheta the orc high pyromancer receives 5 healing from Temporal Restoration Field.
Glorywe the orc cryomancer casts Terminus.
Character control switched to NeverGiveUp.
Xuth the orc cryomancer killed Lashing Tentacle!
Glorywe the orc cryomancer hits Worm that walks (servant of NeverGiveUp) for 170 temporal damage.
NeverGiveUp the level 43 drem writhing one was timewarped to death by Glorywe the orc cryomancer on level 2 of Vor Armoury.