











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! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! CN Showing Items Tier in Inventory 1.7.4This 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 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. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Drem |
Class | Writhing One |
Level / Exp | 34 / 6% |
Size | medium |
Lifes / Deaths | Killed by Aletta Soultorn at level 33 on the 37th Profit 123rd year of Ascendancy at 15:55 4 / 2Killed by Grand Corruptor at level 34 on the 43rd Profit 123rd year of Ascendancy at 23:50 |
Primary Stats
Strength | 21 (base 13) |
Dexterity | 30 (base 15) |
Constitution | 41 (base 16) |
Magic | 67 (base 60) |
Willpower | 9 (base 10) |
Cunning | 69 (base 60) |
Resources
Life | 1163/1163 |
Mana | 329/329 |
Insanity | 71/100 |
Positive | 149/149 |
Healing Factor | 1.5281403954776 |
Regeneration | 37.057404590332 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -59.13001655783% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 42.975641342752 |
See Invisible | 51.975641342752 |
Offense: Mainhand
Damage | 62 |
Accuracy | 57 |
Crit Chance | 24% |
APR | 16 |
Speed | 1.00 |
Offense: Spell
Spellpower | 55 |
Crit Chance | 28% |
Speed | 1 |
Offense: Mind
Mindpower | 29 |
Crit Chance | 19% |
Speed | 1 |
Offense: Damage Bonus
Acid | +33% |
Nature | +15% |
Blight | +15% |
Darkness | +31% |
Cold | +39% |
All | 0% |
Offense: Damage Penetration
Physical | +10% |
Darkness | +10% |
Nature | +20% |
All | 0% |
Defense: Base
Armour (hardiness) | 33.888740101006 (40.65183292883%) |
Defense | 52 |
Ranged Defense | 52 |
Fatigue | 0 |
Physical Save | 44 |
Spell Save | 31 |
Mental Save | 46 |
Defense: Resistances
Darkness | + 58%( 70%) |
Light | + 44%( 70%) |
Fire | + 48%( 70%) |
Nature | + 46%( 70%) |
Physical | + 39%( 70%) |
Mind | + 48%( 70%) |
All | + 33%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 62% |
Stun Resistance | 100% |
Pinning Resistance | 0% |
Poison Resistance | 10% |
Silence Resistance | 52% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 308 damage for 4 turns. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 39 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. |
Infusions | Effective talent level: 1.0 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 940% 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. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Demented / Horrific body | 1.30 |
| 3/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Staff combat | 1.20 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Defensive Posture |
talent | Yarrrr!! |
talent | Chaos Orbs |
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Linked to their horror ally gaining 16% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the injured seer to the recall portal on level 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost warrior (level 2 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 198. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed black mamba head. * You've found the needed red crystal shard. * You've found the needed vial of fire wyrm saliva. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * You've found the needed vampire lord fang. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed skeleton mage skull. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' 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 minotaur nose. * You've found the needed vial of greater demon bile. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | 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! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +4 (+1 eff.) Silence- +32% Confus- +20% Stun/Frz- +22% Evasion: (Instant) Puts all charms on 17 cooldown Level 4.0 Pwr.cost 17 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 26% chance to evade melee and ranged attacks and 19 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +2 Cun dps ---------- Dmg.mod +24% cold On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Max.HP +43.00 ---------- misc Equi/ret +0.24 Hate/m.crit +2.00 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. |
On head | ![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Acc +30 (+8 eff.) ----- def ----- Armour +7 Fatigue +3% Phys.save +15 (+5 eff.) Die.at -80.00 life ---------- misc Stam/turn +3.00 A cap made of leather. |
Tool | ![]() 2.0 T2 totem charm [Rare] Nature While equipped: Stats +3 Str dps ---------- Crit.mult +15.00% Dmg.mod +18% acid ----- def ----- Phys.save +6 (+2 eff.) Die.at -60.00 life ---------- misc See.Invis +9 Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +20% nature On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce damage dealt by 17% ----- def ----- Phys.save +9 (+3 eff.) HP.reg +3.00 Poison- +10% Stun/Frz- +50% Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +15% acid Melee Ret 2 acid ----- def ----- Resists +6% mind Max.HP +125.00 HP.reg +21.00 Heal.mod +25% Stun/Frz- +31% Rings make your fingers look great! |
Around waist | ![]() 1.0 T3 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +6% mind Crit.chn- 15.00% Phys.save +8 (+3 eff.) Die.at -80.00 life Heal.mod +5% Disarm- +20% A belt that goes around your waist. |
In main hand | ![]() 5.0 T2 staff 1H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +12% nature +15% cold ----- def ----- Defense +30 (+9 eff.) Resists +3% light +6% fire Spell.save +6 (+3 eff.) Silence- +20% Stun/Frz- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master While equipped: Stats +8 Dex +4 Cun +9 Con dps ---------- Dmg.mod +3% nature Acc +23 (+6 eff.) Apr +10 ----- def ----- Armour +17 Hardiness +5% Fatigue +5% Resists +20% nature +7% physical Unarmed combat: Power 134% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +20 Apr +22 Crit +17.0% Atk.spd 83% On Hit: 5% Stone Touch 5 On Hit: 15% Perfect Strike 5 Steady Shot: Puts all charms on 11 cooldown Level 3.0 Pwr.cost 11 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 2.0 T2 cloth armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Spell.crit +7% Spell.pwr +17 (+5 eff.) Dmg.mod +16% darkness Res.pen +10% darkness +10% physical ----- def ----- Defense +10 (+3 eff.) Resists +34% darkness +11% mind +9% all Phys.save +15 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +24 (+8 eff.) Die.at -60.00 life ---------- misc Mana/turn +0.19 Max.mana +56.00 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Cun +3 Dex dps ---------- Acc +5 (+2 eff.) Apr +3 ----- def ----- Defense +13 (+4 eff.) Resists +13% light +16% fire +3% darkness +2% physical Stealth +10 Max.HP +44.00 Disarm- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +3 Dex +2 Con dps ---------- Phys.crit +3.0% Melee Ret 2 physical On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Die.at -20.00 life ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. 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 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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 193 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 174 then cleanse 1 wound, poison, and disease effect. 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 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 533% 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. 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 [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 519% 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. 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 increase movement speed by 720% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. 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 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 physical, 3 darkness, 4 fire, 3 light Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 186.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 25%, your defense is increased by 25 and all your resistances by 25%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] 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 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 104 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. 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 1.0 Use mode Activated Range melee/personal Cooldown 18 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 300 damage for 4 turns. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 44 up to 4 times. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 35 with a minimum range of 15. 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 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 89 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +12% ---------- misc Infravis +2 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% blight +6% fire ----- def ----- Fatigue -4% HP.reg +2.00 Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +6 Dex dps ---------- Dmg.mod +6% blight Res.pen +25% blight +25% fire ----- def ----- Resists +12% blight Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag dps ---------- S.pwr/crit +2 ---------- misc Mana/turn +0.10 Max.mana +22.00 Amulets make your neck look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +6 Cun +6 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +6 Defense +10 (+3 eff.) Resists +6% nature +9% temporal Mind.save +15 (+5 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +12% fire Apr +3 ----- def ----- Armour +4 Resists +33% fire Die.at -20.00 life Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Str +5 Dex +4 Cun dps ---------- Dmg.mod +13% nature Acc +9 (+3 eff.) ----- def ----- Armour +8 Defense +10 (+3 eff.) Resists +6% blight +3% temporal +26% nature Silence- +10% Knockbk- +20% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +2 Str +4 Dex +4 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+3 eff.) ----- def ----- Phys.save +12 (+4 eff.) Mind.save +11 (+4 eff.) Die.at -60.00 life Confus- +29% Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Res.pen +15% lightning +5% temporal Melee Ret 2 lightning ----- def ----- Mind.save +6 (+2 eff.) Confus- +20% ---------- misc Light +1 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Mag dps ---------- Spell.crit +4% Dmg.mod +18% blight Res.pen +15% arcane Acc +9 (+3 eff.) Apr +9 ----- def ----- Defense +9 (+3 eff.) ---------- misc Vim/s.crit +2.00 Max.stam +20.00 Disengage: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 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 143% 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 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 (+3 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] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.01 cold and 7.20 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 33 power out of 60/60 This azure ring seems to be always moist to the touch. |
![]() 0.1 T1 ring jewelry [Unique] Arcane While equipped: dps ---------- Mind.crit +2% Phys.pwr +6 (+2 eff.) Spell.pwr +6 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +11% darkness +12% physical ----- def ----- Resists +22% darkness Silence- +21% ---------- misc Mana/turn +0.14 Equi/ret +0.12 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 T2 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +5 (+2 eff.) Confus- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +11% fire Acc +5 (+2 eff.) ----- def ----- Resists +22% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Dmg.mod +10% acid +11% light +6% darkness On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +20% acid +22% light +6% blight HP.reg +3.00 Stun/Frz- +22% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% mind +3% arcane Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +12% mind +5% arcane Blind- +22% ---------- misc Infravis +4 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
![]() 1.0 T3 dagger 1H weapon [Ego] Arcane Power 121% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 temporal +7 cold While equipped: ----- def ----- Resists +7% temporal Sharp, short and deadly. |
![]() 3.0 T2 mace 1H weapon [Rare] Master Power 126% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +3 Con dps ---------- Res.pen +20% physical Acc +15 (+4 eff.) Melee Ret 8 physical ----- def ----- Armour +6 ---------- misc Infravis +2 Blunt and deadly. |
![]() 4.0 T2 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +6 Str +2 Dex +6 Wil +7 Con dps ---------- Res.pen +20% light ---------- misc Infravis +3 Masteries +0.10 Wild-gift/Fungus Regenerate 120 life over 5 turns Puts all charms on 11 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +6% darkness +12% fire Res.pen +5% fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +9% nature Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +2 (+1 eff.) Resists +6% lightning +3% physical +9% cold Crit.chn- 10.00% HP.reg +4.00 Stun/Frz- +10% Def/telep +15 Res/telep +15% Dur/telep +15% 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 +2 Con dps ---------- Phys.pwr +20 (+7 eff.) Res.pen +15% mind Acc +10 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +3% nature Die.at -60.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +2 (+1 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 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% nature +13% fire ----- def ----- Resists +9% all +19% fire Poison- +25% Disease- +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Phys.crit +2.0% Spell.pwr +6 (+2 eff.) Res.pen +10% mind ----- def ----- Armour +13 Die.at -80.00 life ---------- misc Hate/m.crit +2.00 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +4 Mag +4 Wil +3 Cun +3 Con dps ---------- Crit.mult +20.00% Res.pen +5% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +5 Defense +17 (+6 eff.) Phys.save +10 (+4 eff.) Mind.save +14 (+5 eff.) ---------- misc Psi/ret +0.04 Blink to a nearby random location (rad 12) Puts all charms on 14 cooldown A pair of boots made of leather. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +10.00% Melee+ 8 nature Dmg.mod +6% nature ----- def ----- Armour +2 Fatigue +3% Resists +8% nature +12% acid Die.at -80.00 life Poison- +10% Disease- +20% Silence- +10% ---------- misc Equi/ret +0.04 Max.psi +10.00 Unarmed combat: Power 118% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +11 nature On Hit: 10% Venomous Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str dps ---------- Phys.crit +2.0% Phys.pwr +8 (+3 eff.) ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +15% nature Die.at -80.00 life Unarmed combat: Power 108% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +4 Dex dps ---------- Melee+ 7 lightning Dmg.mod +5% lightning ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning Phys.save +15 (+5 eff.) Spell.save +9 (+4 eff.) Die.at -40.00 life ---------- misc Max.stam +30.00 Unarmed combat: Power 125% Range: 1.4x Uses 40% Cun, 40% Dex, 40% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +8 lightning On Hit: 10% Lightning Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+4 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
![]() 2.0 T3 head armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Dmg.mod +9% light Res.pen +15% mind +15% nature Apr +6 On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +3 Fatigue +3% Resists +20% light A cap made of leather. |
![]() 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 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. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +2 Str ----- def ----- Max.HP +23.00 ---------- misc Max.stam +17.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T3 digger tool [Ego+] Master While equipped: Stats +3 Cun +2 Str dps ---------- Acc +4 (+1 eff.) ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 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. |
![]() 2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
![]() 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Resists +2% physical +3% nature +6% light Phys.save +3 (+1 eff.) Die.at -40.00 life ---------- misc Light +5 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 T3 lite [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag dps ---------- Spell.crit +5% Spell.pwr +12 (+4 eff.) Dmg.mod +6% physical Res.pen +10% physical ----- def ----- Defense +7 (+2 eff.) Resists +8% blight +9% temporal +9% darkness Crit.chn- 10.00% Phys.save +14 (+5 eff.) Spell.save +14 (+7 eff.) Mind.save +15 (+5 eff.) ---------- misc Light +6 Infravis +4 See.Invis +7 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 17 cooldown Level 2.0 Pwr.cost 17 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 28 blight damage or heals 37 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 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 111 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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 [Ego] Arcane/Master Power 136% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +3 Crit +5.0% Capacity 22 On Hit: * 25% chance for lightning to strike from the target to a second target dealing 93 damage Shots are used with slings to pummel your foes to death. |
![]() 2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% darkness ----- def ----- Resists +3% blight +3% mind Mind.save +3 (+1 eff.) Teleport- +20% Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 9 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +6 Mag dps ---------- Dmg.mod +12% nature ----- def ----- Resists +6% lightning +12% nature Crit.chn- 10.00% ---------- misc Infravis +1 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 14 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 9 cooldown 100% to reduce fatigue by 20% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +3.0% Dmg.mod +3% physical Res.pen +10% physical Melee Ret 4 mind ----- def ----- Resists +9% mind Die.at -80.00 life ---------- misc Stam/turn +2.00 Fire a magical bolt dealing 354 cold damage Puts all charms on 9 cooldown 100% to increase all damage penetration by 14% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +25% fire Melee Ret 4 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +12% mind Crit.chn- 10.00% Phys.save +12 (+4 eff.) Stun/Frz- +20% Fire a magical bolt dealing 246 acid damage Puts all charms on 9 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego+] Arcane Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 11 cooldown 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 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 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Achievements
By Enapus the Sick the Drem Writhing One level 34
44th Profit 123rd year of Ascendancy at 00:51 see stats
By Enapus the Sick the Drem Writhing One level 12
2nd Wealth 122nd year of Ascendancy at 16:59 see stats
By Enapus the Sick the Drem Writhing One level 33
43rd Profit 123rd year of Ascendancy at 09:44 see stats
By Enapus the Sick the Drem Writhing One level 22
21st Iron 123rd year of Ascendancy at 12:18 see stats
By Enapus the Sick the Drem Writhing One level 32
2nd Profit 123rd year of Ascendancy at 19:05 see stats
By Enapus the Sick the Drem Writhing One level 31
7th Voratun 123rd year of Ascendancy at 10:28 see stats
By Enapus the Sick the Drem Writhing One level 10
28th Voratun 122nd year of Ascendancy at 01:08 see stats
By Enapus the Sick the Drem Writhing One level 20
11st Loss 122nd year of Ascendancy at 11:59 see stats
By Enapus the Sick the Drem Writhing One level 30
4th Voratun 123rd year of Ascendancy at 04:22 see stats
By Enapus the Sick the Drem Writhing One level 18
38th Dearth 122nd year of Ascendancy at 11:06 see stats
By Enapus the Sick the Drem Writhing One level 14
30th Wealth 122nd year of Ascendancy at 18:26 see stats
By Enapus the Sick the Drem Writhing One level 18
38th Dearth 122nd year of Ascendancy at 08:04 see stats
By Enapus the Sick the Drem Writhing One level 11
2nd Acquisition 122nd year of Ascendancy at 11:48 see stats
By Enapus the Sick the Drem Writhing One level 10
30th Voratun 122nd year of Ascendancy at 18:36 see stats
By Enapus the Sick the Drem Writhing One level 25
22nd Gold 123rd year of Ascendancy at 04:05 see stats
By Enapus the Sick the Drem Writhing One level 25
18th Steel 123rd year of Ascendancy at 03:31 see stats
By Enapus the Sick the Drem Writhing One level 20
6th Shortage 122nd year of Ascendancy at 08:27 see stats
Log
Today is the 44th Profit of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:55.
To celebrate the release's anniversary, I am happy to say I've slipped up
a little present in your inventory!
The fires have died out. Now only ashes remains.
The Fearscape is now positioned in high orbit over Eyal.
Prepare for the wrath of Urh'Rok !
Ashes of Urh'Rok, the first expansion for Tales of Maj'Eyal, offers new classes, lore, zones, ...
If you ever wondered why demons are attacking Eyal, where they come from or what their plans are, wait no more!
If you want to bring fiery doom to your foes, wait no more!
If you want to discover 2 new classes, a new race, 20 new artifacts, more than 10 thousands words of lore, new systems and tons of talents, wait no more!
For a brief moment you can smell pumpkins and then it vanishes.. strange..