










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 31 / 9% |
| Size | medium |
| Lifes / Deaths | Killed by Elanne the ravenous horror at level 19 on the 12nd Dusk 122nd year of Ascendancy at 20:09 0 / 7Killed by Xuldakira the orc grand master assassin at level 20 on the 20th Dusk 122nd year of Ascendancy at 06:47 Killed by orc necromancer at level 24 on the 9th Haze 122nd year of Ascendancy at 05:24 Killed by forge-giant at level 26 on the 13rd Haze 122nd year of Ascendancy at 14:15 Killed by vampire lord at level 28 on the 15th Haze 122nd year of Ascendancy at 13:18 Killed by worm that walks (servant of Bobo) at level 28 on the 16th Haze 122nd year of Ascendancy at 14:26 Killed by worm that walks (servant of Bobo) at level 31 on the 2nd Regrowth 123rd year of Ascendancy at 06:56 |
Primary Stats
| Strength | 65 (base 45) |
| Dexterity | 19 (base 10) |
| Constitution | 56 (base 32) |
| Magic | 68 (base 58) |
| Willpower | 21 (base 10) |
| Cunning | 14 (base 10) |
Resources
| Life | -122/954 |
| Insanity | 2/100 |
| Healing Factor | 1.4100460901467 |
| Regeneration | 15.86301851415 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +32.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 10 |
| Infravision | 8 |
| See Stealth | 42.921546859523 |
| See Invisible | 44.921546859523 |
Offense: Mainhand
| Damage | 182 |
| Accuracy | 57 |
| Crit Chance | 3% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 47 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +50% |
| Temporal | +11% |
| Blight | +18% |
| Physical | +10% |
| Fire | +22% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +17% |
| Light | +10% |
| Physical | +5% |
| Fire | +25% |
| Lightning | +20% |
Defense: Base
| Armour (hardiness) | 36.5 (80%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 24 |
| Physical Save | 33 |
| Spell Save | 37 |
| Mental Save | 23 |
Defense: Resistances
| Acid | + 12%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 21%( 70%) |
| Cold | + 34%( 70%) |
| All | + 10%( 70%) |
| Lightning | + 12%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 24%( 70%) |
| Physical | + 12%( 70%) |
| Darkness | + 39%( 70%) |
| Fire | + 41%( 70%) |
| Mind | + 12%( 70%) |
Defense: Immunities
| Stun Resistance | 70% |
| Poison Resistance | 40% |
| Blind Resistance | 20% |
| Silence Resistance | 76% |
| Bleed Resistance | 20% |
| Pinning Resistance | 44% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 67% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 356 life over 5 turns. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 27% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 301 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 21 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 77 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 Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: 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: 5 lightning, 4 physical, 4 light, 3 blight, 3 mind, 4 acid |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 4/5 |
| Demented / Tentacles | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by Borfast the Broken. Escort: injured seer (level 2 of Dreadfell) | failed |
You failed to protect the injured seer from death by armoured skeleton warrior. Escort: injured seer (level 6 of Dreadfell) | failed |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by Bobo. Escort: lost sun paladin (level 1 of Dreadfell) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength 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 |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 243. | 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 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 within5 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou 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 | [vs. pair of dwarven-steel boots 'Murkbloom' (0 def, 4 armour) (On feet)]pair of dwarven-steel boots 'Murkbloom' (0 def, 4 armour) 3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5%(-) physical Acc +25 (+8 eff.) (-) ----- def ----- Armour +4 (-) Fatigue +3% (-) Resists +3%(-) lightning +9%(-) light +8%(-) fire +9%(-) cold +3%(-) darkness Blind- +10% (-) Knockbk- +20% (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | [vs. Dourspire the alchemist's lamp (Light source)]Dourspire the alchemist's lamp 1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Res.pen +10%(-) darkness ----- def ----- Armour +2 (-) Crit.chn- 5.00% (-) Mind.save +7 (+4 eff.) (-) Poison- +20% (-) Silence- +10% (-) Stun/Frz- +20% (-) ---------- misc Light +4 (-) See.Stealth +8 (-) See.Invis +10 (-) A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | [vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)]Dragon-helm of Kroltar (5 def, 9 armour) 3.0 T4 head armor Reqs Heavy armour training Str 35 [Unique] Master Kroltar's power resides in his scales. While equipped: Stats +5(-) Str +5(-) Wil +5(-) Con -4(-) Lck dps ---------- Dmg.mod +10%(-) physical +10%(-) fire ----- def ----- Armour +9 (-) Defense +5 (+3 eff.) (-) Fatigue +10% (-) ---------- misc Masteries +0.20(-) Wild-gift/Fire drake aspect Bellowing Roar: Level 3.6 Pwr.cost 45 out of 45/45. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You let out a powerful roar that sends your foes in radius 5 into utter confusion (power: 41%) for 3 turns. The sound wave is so strong, your foes also take 147.99 physical damage. The damage improves with your Strength. Each point in fire drake talents also increases your fire resistance by 1%. A visored steel helm, embossed and embellished with gold, that bears as its crest the head of Kroltar, the greatest of the fire drakes. |
| Tool | [vs. extending yew totem of healing [power 266] (15 cooldown) (Tool, 1 of 2)]extending yew totem of healing [power 266] (15 cooldown) 2.0 T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 266 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. Tap to cycle through comparison choices |
| On fingers | [vs. gold ring 'Tempestmire' (On fingers, 1 of 6)]gold ring 'Tempestmire' 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Res.pen +20%(-) lightning ----- def ----- Resists +3%(-) acid +5%(-) arcane Blind- +10% (-) Disease- +20% (-) Cut- +20% (-) Silence- +26% (-) Knockbk- +20% (-) ---------- misc Mana/turn +0.18 (-) Rings make your fingers look great! Tap to cycle through comparison choices |
| On fingers | [vs. gold ring 'Tempestmire' (On fingers, 1 of 6)]Bregeregosta the steel ring 0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Res.pen +0%(-20%) lightning ----- def ----- Resists +0%(-3%) acid +9% fire +3% mind +0%(-5%) arcane Phys.save +6 (+3 eff.) Die.at -60.00 life Max.HP +71.00 HP.reg +8.00 Heal.mod +10% Blind- +0% (-10%) Disease- +0% (-20%) Cut- +0% (-20%) Silence- +0% (-26%) Disarm- +22% Pinning- +24% Knockbk- +27% (+7%) ---------- misc Mana/turn +0.00 (-0.18) Rings make your fingers look great! Tap to cycle through comparison choices |
| Around waist | [vs. hardened leather belt 'Brightdeath' (Around waist, 1 of 2)]hardened leather belt 'Brightdeath' 1.0 T3 belt armor [Rare] Nature While equipped: Stats +3(-) Con dps ---------- Mind.pwr +6 (+3 eff.) (-) ----- def ----- Defense +5 (+3 eff.) (-) Resists +3%(-) blight Mind.save +8 (+5 eff.) (-) Die.at -60.00 life (-) Poison- +20% (-) Silence- +20% (-) ---------- misc Light +3 (-) A belt that goes around your waist. Tap to cycle through comparison choices |
| In main hand | [vs. Balindur the Murkquill (175% power, 4 apr) (In main hand, 1 of 2)]Balindur the Murkquill (175% power, 4 apr) 5.0 T5 greatmaul 2H weapon Reqs Str 48 [Rare] Arcane Power 175% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 (-) Crit +3.0% (-) Atk.spd 100% (-) On Hit.r1 +12(-) lightning +27(-) fire +12(-) mind +4(-) darkness On Hit: * 20% chance to reduce all saves and defense by 16 While equipped: dps ---------- Melee Ret 2(-) mind ----- def ----- Resists +15%(-) darkness Massive two-handed mauls. Tap to cycle through comparison choices |
| On hands | [vs. voratun gauntlets 'Murktickler' (0 def, 3 armour) (On hands)]voratun gauntlets 'Murktickler' (0 def, 3 armour) 1.5 T4 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5(-) Con dps ---------- Melee+ 12(-) temporal Ranged+ 15(-) temporal Dmg.mod +18%(-) darkness +11%(-) temporal Melee Ret 4(-) darkness ----- def ----- Armour +3 (-) Fatigue +5% (-) Resists +2%(-) physical +10%(-) temporal Silence- +20% (-) ---------- misc Infravis +2 (-) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | [vs. Scaldblight the stralite mail armour (4 def, 8 armour) (Main armor, 1 of 2)]Scaldblight the stralite mail armour (4 def, 8 armour) 14.0 T4 heavy armor Reqs Heavy armour training Str 38 [Rare] Arcane While equipped: dps ---------- Dmg.mod +12%(-) fire Res.pen +10%(-) light +25%(-) fire ----- def ----- Armour +8 (-) Defense +4 (+2 eff.) (-) Fatigue +12% (-) Resists +15%(-) fire +8%(-) arcane +18%(-) cold Spell.save +22 (+11 eff.) (-) ---------- misc Light +3 (-) A suit of armour made of mail. Tap to cycle through comparison choices |
| Cloak | [vs. Aeravea (12 def, 0 armour) (Cloak)]Aeravea (12 def, 0 armour) 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +14%(-) darkness Res.pen +7%(-) darkness ----- def ----- Defense +12 (+7 eff.) (-) Resists +12%(-) blight +3%(-) temporal +15%(-) darkness Spell.save +3 (+1 eff.) (-) Stealth +11 (-) Pinning- +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 | [vs. Salidamina (Around neck)]Salidamina 0.1 T3 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +9(-) Dex +6(-) Wil +4(-) Cun +5(-) Con dps ---------- Crit.mult +12.00% (-) Mov.spd +10% (-) Acc +6 (+2 eff.) (-) Apr +15 (-) ----- def ----- Fatigue -6% (-) Resists +3%(-) temporal +3%(-) fire HP.reg +3.00 (-) ---------- misc Stam/turn +0.90 (-) Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 161; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 161 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the psychic (speed 548%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 493%; cd 12)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 increase movement speed by 493% 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. |
[vs. Infusion: Wild [wild infusion of the titan (res 20%; mental, physical; dur 3; cd 11)] (on body)]wild infusion of the titan (res 28%; physical; dur 3; cd 11) 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 cure yourself of one random physical effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune (range 5; phase 18; cd 12)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( )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. |
[vs. Salidamina (Around neck)]The Far-Hand 0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +0(-9) Dex +0(-6) Wil +0(-4) Cun +10(+5) Con dps ---------- Crit.mult +0.00% (-12.00%) Mov.spd +0% (-10%) Acc +0 (+0 eff.) (-6 (-2 eff.)) Apr +0 (-15) ----- def ----- Fatigue +0% (+6%) Resists +0%(-3%) temporal +0%(-3%) fire HP.reg +0.00 (-3.00) Teleport- +100% ---------- misc Stam/turn +0.00 (-0.90) Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (147). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
[vs. Balindur the Murkquill (175% power, 4 apr) (In main hand, 1 of 3)]Morrigor (161% power, 12 apr) 3.0 T4 longsword 1H weapon Reqs Mag 40 [Unique] Arcane/Unknown Power 161% (-13%) Range: 1.4x (-0.1x) Uses 110% Mag, 60% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 (+8) Crit +7.0% (+4.0%) Atk.spd 100% (-) On Hit.r1 +0(-12) lightning +0(-27) fire +0(-12) mind +0(-4) darkness On Hit: * 0% chance to reduce all saves and defense by 16 + deal 34.00 arcane and 51.01 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 (+8 eff.) Melee Ret 0(-2) mind ----- def ----- Resists +0%(-15%) darkness ---------- misc Talents +1 Soul Purge Earthen Missiles: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures 2 missile-shaped rocks that you target individually at any target or targets in range. Each missile deals 58.60 physical damage, and an additional 9.77 bleeding damage every turn for 5 turns. At talent level 5, you can conjure one additional missile. The damage will increase with your Spellpower. 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. Tap to cycle through comparison choices |
[vs. Balindur the Murkquill (175% power, 4 apr) (In main hand, 1 of 3)]enhanced stralite longsword of evisceration (142% power, 5 apr) 3.0 T4 longsword 1H weapon Reqs Str 35 [Ego++] Nature/Master Power 142% (-33%) Range: 1.4x (-0.1x) Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 (+1) Crit +4.5% (+1.5%) Atk.spd 100% (-) On Hit.r1 +0(-12) lightning +0(-27) fire +0(-12) mind +0(-4) darkness On Hit: * 0% chance to reduce all saves and defense by 16 On Crit: + Wound the target dealing 284 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Str +7 Dex +11 Mag +7 Wil +6 Cun +7 Con dps ---------- Phys.crit +9.0% Phys.pwr +10 (+2 eff.) Melee Ret 0(-2) mind ----- def ----- Resists +0%(-15%) darkness Sharp, long, and deadly. Tap to cycle through comparison choices |
[vs. Balindur the Murkquill (175% power, 4 apr) (In main hand, 1 of 3)]stralite mace of corruption (144% power, 5 apr) 3.0 T4 mace 1H weapon Reqs Str 35 [Ego+] Arcane Power 144% (-30%) Range: 1.4x (-0.1x) Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +5 (+1) Crit +2.5% (-0.5%) Atk.spd 100% (-) On Hit.r1 +0(-12) lightning +0(-27) fire +0(-12) mind +0(-4) darkness On Hit: 20% Curse of Defenselessness 4 On Hit: * 0% chance to reduce all saves and defense by 16 While equipped: dps ---------- Melee Ret 0(-2) mind ----- def ----- Resists +0%(-15%) darkness Blunt and deadly. Tap to cycle through comparison choices |
[vs. Scaldblight the stralite mail armour (4 def, 8 armour) (Main armor, 1 of 2)]Poruwe the drakeskin leather armour (20 def, 13 armour) 9.0 T5 light armor Reqs Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Crit.mult +15.00% Dmg.mod +0%(-12%) fire +6% temporal Res.pen +0%(-10%) light +0%(-25%) fire Apr +1 Melee Ret 2 physical ----- def ----- Armour +13 (+5) Defense +20 (+10 eff.) (+16 (+8 eff.)) Fatigue +8% (-4%) Resists +12% acid +3% temporal +33%(+15%) cold +0%(-8%) arcane +0%(-15%) fire Spell.save +0 (+0 eff.) (-22 (-11 eff.)) Max.HP +40.00 HP.reg +7.70 Heal.mod +17% ---------- misc Light +0 (-3) Breathe water A suit of armour made of leather. Tap to cycle through comparison choices |
[vs. Scaldblight the stralite mail armour (4 def, 8 armour) (Main armor, 1 of 2)]rejuvenating steel plate armour of the dragon (0 def, 9 armour) 17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego+] Nature While equipped: dps ---------- Dmg.mod +0%(-12%) fire Res.pen +0%(-10%) light +0%(-25%) fire ----- def ----- Armour +9 (+1) Defense +0 (+0 eff.) (-4 (-2 eff.)) Fatigue +22% (+10%) Resists +5% acid +6% physical +6% lightning +7%(-11%) cold +0%(-8%) arcane +7%(-8%) fire Spell.save +0 (+0 eff.) (-22 (-11 eff.)) HP.reg +2.80 Disarm- +21% Stun/Frz- +24% Knockbk- +22% ---------- misc Stam/turn +0.80 Light +0 (-3) Cooldown Rush -5 A suit of armour made of metal plates. Tap to cycle through comparison choices |
[vs. Scaldblight the stralite mail armour (4 def, 8 armour) (Main armor, 1 of 2)]Borfast's Cage (10 def, 20 armour) 17.0 T3 massive armor Reqs Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con dps ---------- Dmg.mod +0%(-12%) fire Res.pen +0%(-10%) light +0%(-25%) fire ----- def ----- Armour +20 (+12) Defense +10 (+5 eff.) (+6 (+3 eff.)) Fatigue +24% (+12%) Resists -15% acid +15% physical +0%(-15%) fire +0%(-8%) arcane +0%(-18%) cold Crit.dmg- 20% Phys.save +15 (+7 eff.) Spell.save +0 (+0 eff.) (-22 (-11 eff.)) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% ---------- misc Light +0 (-3) Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. Tap to cycle through comparison choices |
[vs. hardened leather belt 'Brightdeath' (Around waist, 1 of 2)]Emblem of Evasion 1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +0(-3) Con +8 Lck dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-3 eff.)) ----- def ----- Defense +0 (+0 eff.) (-5 (-3 eff.)) Rng.Def +20 (+10 eff.) Resists +0%(-3%) blight Proj.evade +15% Mind.save +0 (+0 eff.) (-8 (-5 eff.)) Proj.slow +30% Die.at +0.00 life (+60.00 life) Poison- +0% (-20%) Silence- +0% (-20%) ---------- misc Light +0 (-3) Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 23% chance to evade melee and ranged attacks and 13 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. Tap to cycle through comparison choices |
[vs. pair of dwarven-steel boots 'Murkbloom' (0 def, 4 armour) (On feet)]Chamedor the pair of hardened leather boots (0 def, 3 armour) 2.0 T3 feet armor [Rare] Arcane While equipped: Stats +6 Mag dps ---------- Mov.spd +25% Dmg.mod +9% arcane +9% blight Res.pen +0%(-5%) physical Acc +0 (+0 eff.) (-25 (-8 eff.)) ----- def ----- Armour +3 (-1) Fatigue +0% (-3%) Resists +0%(-3%) lightning +0%(-9%) light +0%(-8%) fire +0%(-9%) cold +0%(-3%) darkness Blind- +0% (-10%) Knockbk- +0% (-20%) ---------- misc Mana/turn +0.16 Mana/s.crit +2.00 A pair of boots made of leather. |
[vs. voratun gauntlets 'Murktickler' (0 def, 3 armour) (On hands)]temporal dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str +0(-5) Con dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 5(-7) temporal Ranged+ 5(-10) temporal Dmg.mod +0%(-18%) darkness +3%(-8%) temporal Melee Ret 0(-4) darkness ----- def ----- Armour +2 (-1) Fatigue +3% (-2%) Resists +0%(-2%) physical +6%(-4%) temporal Silence- +0% (-20%) ---------- misc Infravis +0 (-2) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)]iron helm 'Hazeraven' (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3(-2) Str +3 Mag +0(-5) Wil +0(-5) Con +0(+4) Lck dps ---------- Dmg.mod +0%(-10%) fire +3% mind +0%(-10%) physical ----- def ----- Armour +3 (-6) Defense +0 (+0 eff.) (-5 (-3 eff.)) Fatigue +5% (-5%) Resists +3% mind +9% cold ---------- misc Light +1 Masteries +0.00(-0.20) Wild-gift/Fire drake aspect Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 220.7 Physical damage. If the attack hits, the target is confused (29% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Dragon-helm of Kroltar (5 def, 9 armour) (On head)]Duathelviper the dwarven-steel helm (0 def, 4 armour) 3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3(-2) Str +2 Dex +0(-5) Wil +2 Cun +4(-1) Con +0(+4) Lck dps ---------- Dmg.mod +12% blight +0%(-10%) fire +9% arcane +0%(-10%) physical On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 24 * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +4 (-5) Defense +0 (+0 eff.) (-5 (-3 eff.)) Fatigue +4% (-6%) Resists +6% blight +5% arcane +3% darkness ---------- misc Masteries +0.00(-0.20) Wild-gift/Fire drake aspect A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate0.0 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. |
spinel0.0 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.) 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. |
4 aquamarine0.0 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 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. |
4 onyx0.0 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald0.0 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. |
3 garnet0.0 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. |
4 quartz0.0 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 jade0.0 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. |
3 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber0.0 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. |
Crystal Focus0.0 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. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.chn- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. |
115 alchemist agate0.0 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. |
[vs. Dourspire the alchemist's lamp (Light source)]brass lantern 2.0 T1 lite [Normal] While equipped: dps ---------- Res.pen +0%(-10%) darkness ----- def ----- Armour +0 (-2) Crit.chn- 0.00% (-5.00%) Mind.save +0 (+0 eff.) (-7 (-4 eff.)) Poison- +0% (-20%) Silence- +0% (-10%) Stun/Frz- +0% (-20%) ---------- misc Light +3 (-1) See.Stealth +0 (-8) See.Invis +0 (-10) 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. |
[vs. Dourspire the alchemist's lamp (Light source)]Rotwinter 1.0 T3 lite [Rare] Arcane While equipped: Stats +2 Mag +1 Cun +1 Con dps ---------- Crit.mult +20.00% Res.pen +10% mind +0%(-10%) darkness Melee Ret 16 fire On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Armour +0 (-2) Resists +7% fire Crit.chn- 0.00% (-5.00%) Mind.save +0 (+0 eff.) (-7 (-4 eff.)) Poison- +0% (-20%) Silence- +0% (-10%) Stun/Frz- +0% (-20%) ---------- misc Light +4 (-) Infravis +1 See.Stealth +0 (-8) See.Invis +0 (-10) A normal brass lantern, enhanced by alchemy to make it brighter. |
Demonic Soul0.0 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. |
[vs. extending yew totem of healing [power 266] (15 cooldown) (Tool, 1 of 2)]Bizzare Contraption 2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+8 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. Tap to cycle through comparison choices |
[vs. extending yew totem of healing [power 266] (15 cooldown) (Tool, 1 of 2)]Sunbutcher the iron pickaxe (dig speed 40 turns) 3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +3% light Res.pen +20% darkness ----- def ----- Fatigue -4% Resists +6% mind +3% light While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. extending yew totem of healing [power 266] (15 cooldown) (Tool, 1 of 2)]iron pickaxe of deeplife (dig speed 27 turns) 3.0 T1 digger tool [Ego+] Nature While equipped: Stats +1 Str ----- def ----- Resists +6% darkness Affinity +15% darkness ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. Tap to cycle through comparison choices |
[vs. extending yew totem of healing [power 266] (15 cooldown) (Tool, 1 of 2)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. Tap to cycle through comparison choices |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 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. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Bobo the Cornac Writhing One level 29
26th Haze 122nd year of Ascendancy at 22:03 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Bobo the Cornac Writhing One level 23
2nd Haze 122nd year of Ascendancy at 02:46 see stats
Earth Master
Killed Harkor'Zun.By Bobo the Cornac Writhing One level 20
53rd Dusk 122nd year of Ascendancy at 05:46 see stats
Exterminator
Killed 1000 creatures.By Bobo the Cornac Writhing One level 20
13rd Dusk 122nd year of Ascendancy at 02:20 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bobo the Cornac Writhing One level 17
8th Dusk 122nd year of Ascendancy at 07:02 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bobo the Cornac Writhing One level 20
13rd Dusk 122nd year of Ascendancy at 12:32 see stats
Level 10
Got a character to level 10.By Bobo the Cornac Writhing One level 10
3rd Mirth 122nd year of Ascendancy at 12:50 see stats
Level 20
Got a character to level 20.By Bobo the Cornac Writhing One level 20
13rd Dusk 122nd year of Ascendancy at 02:20 see stats
Level 30
Got a character to level 30.By Bobo the Cornac Writhing One level 30
54th Haze 122nd year of Ascendancy at 06:16 see stats
Oozemancer
Destroyed the corrupted oozemancer.By Bobo the Cornac Writhing One level 30
2nd Wintertide 123rd year of Ascendancy at 06:21 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Bobo the Cornac Writhing One level 30
75th Haze 122nd year of Ascendancy at 01:39 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bobo the Cornac Writhing One level 29
24th Haze 122nd year of Ascendancy at 15:06 see stats
Size matters
Did over 600 damage in one attack.By Bobo the Cornac Writhing One level 23
2nd Haze 122nd year of Ascendancy at 02:45 see stats
The Arena
Unlocked Arena mode.By Bobo the Cornac Writhing One level 13
2nd Flare 122nd year of Ascendancy at 03:48 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bobo the Cornac Writhing One level 29
28th Haze 122nd year of Ascendancy at 09:41 see stats
The secret city
Discovered the truth about mages.By Bobo the Cornac Writhing One level 15
7th Flare 122nd year of Ascendancy at 12:09 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Bobo the Cornac Writhing One level 29
28th Haze 122nd year of Ascendancy at 03:03 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Bobo the Cornac Writhing One level 27
14th Haze 122nd year of Ascendancy at 03:28 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Bobo the Cornac Writhing One level 20
13rd Dusk 122nd year of Ascendancy at 14:50 see stats
Log
Acid Splash from Worm that walks (servant of Bobo) hits Animated hand for (4 flat reduction), 0 acid (0 total damage).
Acid Splash from Worm that walks (servant of Bobo) hits Animated skull for (3 flat reduction), 0 acid (0 total damage).
Decrepitude Disease from Worm that walks (servant of Bobo) hits Animated hand for (8 flat reduction), 0 blight (0 total damage).
Acid Splash from Worm that walks (servant of Bobo) hits Animated skull for (4 flat reduction), 0 acid (0 total damage).
Headless Horseman uses PLUMPKIN FURY!.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 19.
Headless Horseman hits worm that walks (servant of Bobo) for 139 nature damage.
--------------------------------
--------------------------------
Animated hand is free from the decrepitude disease.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 16.
Skeleton warrior is covered in acid!
worm that walks (servant of Bobo) HEALS from blight damage!
Acid Splash from Worm that walks (servant of Bobo) hits Animated hand for (4 flat reduction), 0 acid (0 total damage).
Acid Splash from Worm that walks (servant of Bobo) hits Animated skull for (3 flat reduction), 0 acid (0 total damage).
Acid Splash from Worm that walks (servant of Bobo) hits Animated skull for (4 flat reduction), 0 acid (0 total damage).
Skeleton warrior hits worm that walks (servant of Bobo) for 119 physical, 0 blight, 2 healing, 13 temporal (133 total damage) [2 healing].
Animated hand casts Bone Grab.
Worm that walks (servant of Bobo) shrugs off the effect 'pinned by a bone spike'!
Worm that walks (servant of Bobo) resists being teleported by Bone Grab!
Animated hand hits worm that walks (servant of Bobo) for 17 physical damage.
--------------------------------
Worm that walks (servant of Bobo) casts Self-destruction.
Animated skull is afflicted by a weakness disease!
Headless Horseman is pinned to the ground.
The shield around animated skull crumbles.
Character control switched to Bobo.

































































































