














Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. OldRPG Redeemed - 2 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. Sandworm Lair Tweaks 1.5.10Sandworm lair terrain is automatically revealed. Hope that makes it less annoying. Binds the Zone:create hook. This addon is safe to enable and disable on existing save files, though doing so will not have any effects for characters who have visited the sandworm lair already. OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Items Vault 1.7.6Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
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 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. Cleaner Item Descriptions REVISED 1.7.0This is a fork of Cleaner Item Descriptions v2.1.4 (which itself is a fork of Better Item Descriptions) which makes Item Stats easier to read... There were just a couple tweaks I wanted to make: This version:
Known bugs:
Note: As with the original "Cleaner Item Descriptions", this works with zOmnibus's inscription-compare feature
OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) OldRPG Revival - UI 1.4.9 OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) OldRPG Redeemed - Music Mod - 1 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
OldRPG Redeemed - 1 of 2 1.7.6Yet another rework of the OldRPG tileset. Compatible with Orcs, Cults, and Ashes. Both parts are required. OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG Redeemed - Music Mod - 2 of 3 1.7.6New Versions: These are the legacy versions of this mod which were split into two/three parts and made on Suno v3-v4. If for any reason you prefer the old versions of these tracks, or need these versions to support old in-progress saves, here they are.
This mod replaces 99% of the music in the game with original covers of classic RPG scores.
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: Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Ghoul |
Class | Writhing One |
Level / Exp | 28 / 85% |
Size | medium |
Lifes / Deaths | Killed by Polilranne the ghoul at level 28 on the 10th Mirth 123rd year of Ascendancy at 17:30 / 1 |
Primary Stats
Strength | 81 (base 56) |
Dexterity | 17 (base 10) |
Constitution | 40 (base 13) |
Magic | 66 (base 57) |
Willpower | 23 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -101/924 |
Insanity | 34/100 |
Healing Factor | 1.3822297605397 |
Regeneration | 6.8420373146714 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +80% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 25.433042497527 |
See Invisible | 26.433042497527 |
Offense: Mainhand
Damage | 143 |
Accuracy | 34 |
Crit Chance | 12% |
APR | 12 |
Speed | 1.00 |
Offense: Spell
Spellpower | 58 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Acid | +7% |
Nature | +6% |
Temporal | +6% |
Blight | +11% |
Darkness | +4% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Fire | +25% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 37.551211628464 (73.607947236566%) |
Defense | 4 |
Ranged Defense | 4 |
Fatigue | 26 |
Physical Save | 35 |
Spell Save | 27 |
Mental Save | 10 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 13%( 70%) |
Cold | + 19%( 70%) |
All | + 8%( 70%) |
Darkness | + 49%( 70%) |
Light | + 22%( 70%) |
Temporal | + 26%( 70%) |
Lightning | + 28%( 70%) |
Fire | + 11%( 70%) |
Nature | + 17%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 51% |
Bleed Resistance | 100% |
Disarm Resistance | 100% |
Fear Resistance | 100% |
Stun Resistance | 90% |
Poison Resistance | 93% |
Knockback Resistance | 48% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 416 damage for 3 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 102 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 23 up to 2 times. Its effects scale with your Cunning stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Undead / Ghoul | 1.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 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 |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by Jhoever. Escort: lost defiler (level 1 of Ruins of Kor'Pul) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * 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 |
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. The fortress's current energy level is: 11. | 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 vial of elder vampire blood. * You've found the needed black mamba head. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed warg claw. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 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 brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed orc heart. * You've found the needed bear paw. | 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 |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 within6 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats Str +2, Mag +4, Con +3 offense ------ Spellpower +4 (+1 eff.) Damage +7% acid, +7% blight defense ------ Armor +3 Disease Resist +28% Rush: Puts all charms on 21 turn cooldown Effective talent level: 1.0 Power cost 21 out of 25/25. Range 6 Cooldown: 39 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ On-Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) defense ------ Spell save +3 (+1 eff.) Mind save +6 (+6 eff.) Healmod +5% Stun Resist +20% other ------- Light +3 See Stealth +6 See Invisibility +7 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 | ![]() 3.0 Encumbrance T3 head armor [Ego++] Master While equipped: Stats Str +4, Dex +5, Con +3 offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +4 Fatigue +4% Resistance +13% darkness other ------- Infravision +4 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | ![]() 2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% mind defense ------ Resistance +15% light, +6% darkness Life Regen +4.00 Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | ![]() 0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 303.24 You won the Ring of Blood trial, and this is your reward. |
On fingers | ![]() 0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats Cun +5, Wil +5 offense ------ Physical Crit +1.0% Mindpower +9 (+5 eff.) defense ------ Armor +4 Resistance +11% blight, +7% nature +3% lightning Unlife -40.00 life Life +29.00 Poison Resist +13% Disease Resist +13% Disarm Resist +20% Pinning Resist +25% Knockbk Resist +28% Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats Dex +1 offense ------ Physical Power +15 (+3 eff.) Damage +6% nature On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Life Regen +0.70 Healmod +11% A belt that goes around your waist. |
In main hand | ![]() 3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 162% Range: 1.0x-1.4x Uses 110% Mag, 60% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 33.00 arcane and 34.44 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: offense ------ Spell Crit +12% Spellpower +24 (+6 eff.) other ------- Talents +1 Soul Purge Retch: Effective talent level: 3.3 Power cost 17 out of 20/20. Range melee/personal Cooldown: 20 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 30 blight damage or heals 41 life. Creatures standing in the retch also have 24% 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. 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. |
On hands | ![]() 1.5 Encumbrance T4 hands armor [Random Unique] Master/Psionic While equipped: Stats Str +5, Wil +5, Con +5 offense ------ Mindpower +10 (+5 eff.) On-Hit 26 mind, 21 darkness Ignore resists +10% arcane Accuracy +8 (+3 eff.) When Hit 8 nature, 6 cold On-Hit (Melee): * 24% chance to reduce all saves and defense by 22 defense ------ Armor +3 Fatigue +5% Resistance +5% arcane, +12% cold Physical save +9 (+5 eff.) Mind save -1 (-1 eff.) Disarm Resist +93% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 135% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +9 Ignore Armor +15 Critical Rate +10.0% Attack Speed 83% On Hit: 10% Disarm level 5 On Hit: 10% Perfect Control level 5 On Hit: 10% Reproach level 5 Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | ![]() 17.0 Encumbrance T2 massive armor [Random Unique] Nature/Master While equipped: Stats Wil +5 offense ------ Damage +6% temporal defense ------ Armor +15 Fatigue +22% Resistance +19% lightning, +26% darkness +25% blight, +3% fire +9% acid Crit Resistance 10.00% Disease Resist +20% other ------- Light +2 A suit of armour made of metal plates. |
Cloak | ![]() 1.0 Encumbrance cloak armor [Plot Item] Arcane While equipped: offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+1 eff.) Mindpower +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Around neck | ![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +25% fire defense ------ Resistance +3% blight, +19% temporal +3% nature Pinning Resist +26% Knockbk Resist +20% other ------- Light +1 Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance T2 amulet jewelry [Rare] Psionic While equipped: Stats Mag +3, Wil +2, Con +4 offense ------ Mindpower +6 (+3 eff.) defense ------ Mind save +7 (+7 eff.) Life +40.00 Disease Resist +20% Confus Resist +24% other ------- Light +3 Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% cold Ignore resists +10% cold defense ------ Resistance +9% blight, +6% light Healmod +10% Cut Resist +50% Heal: Puts all charms on 29 turn cooldown Effective talent level: 1.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 160 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T3 ring jewelry [Unique] Arcane While equipped: Stats Cun +6, Mag +6 offense ------ Damage +25% lightning, +25% fire +25% arcane, +25% cold Ignore resists +25% lightning, +25% fire +25% arcane, +25% cold All your damage is converted and split into arcane, fire, cold and lightning. This ring shines with many colors. |
![]() 0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats Con +1 defense ------ Spell save +12 (+6 eff.) other ------- Max stamina +17.00 Rings make your fingers look great! |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Rare] Master Weapon Damage 123% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +12 nature While equipped: Stats Cun +2, Str +2 defense ------ Resistance +12% nature, +6% lightning Sharp, long, and deadly. |
![]() 3.0 Encumbrance T2 longsword 1H weapon [Random Unique] Nature/Master Weapon Damage 113% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +4 acid, +7 nature, +8 arcane While equipped: Stats Dex +3 offense ------ Combat Speed +10% Damage +12% arcane Ignore resists +15% acid Accuracy +14 (+5 eff.) defense ------ Defense +7 (+7 eff.) Disarm Resist +28% Sharp, long, and deadly. |
![]() 3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Master Weapon Damage 115% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% While equipped: Stats Dex +1 offense ------ Combat Speed +10% Accuracy +6 (+3 eff.) One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: Stats Cun +6 offense ------ Mindpower +15 (+8 eff.) Damage +3% light Ignore resists +5% light defense ------ Fatigue -5% Resistance +3% light other ------- Encumbrance +20 A belt that goes around your waist. |
![]() 2.0 Encumbrance T1 cloak armor [Rare] Psionic While equipped: Stats Wil +3 offense ------ Damage +3% nature, +3% darkness Ignore resists +15% nature, +20% lightning When Hit 2 lightning On-Hit (Melee): * 10% chance to slow global speed by 48% * 10% chance to reduce damage dealt by 18% defense ------ Defense +1 (+1 eff.) Mind save +5 (+5 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 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Resistance +12% darkness, +12% temporal Out-of-Phase Defense +12 Out-of-Phase Resistance +11% Out-of-Phase Resilience +10% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 Encumbrance T5 cloth armor [Random Unique] Arcane/Nature While equipped: Stats Mag +5, Wil +4, Cun +2 Con +10 offense ------ Spell Crit +8% Spellpower +21 (+5 eff.) Spellpower/crit +3 Damage +3% acid, +18% light, +3% mind +19% nature, +20% darkness Ignore resists +5% mind, +5% acid When Hit 8 mind On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Resistance +9% mind, +15% all Poison Resist +29% Disease Resist +33% Silence Resist +41% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T4 cloth armor [Unique] Arcane While equipped: Stats Mag +15, Cun +0, Con +0 offense ------ Spell Crit +8% Spellpower +15 (+4 eff.) Move Speed +32% Damage +22% blight defense ------ Resistance +13% all Damage Reduction +22 all Carrion Feet: Effective talent level: 3.9 Power cost 13 out of 20/20. Range 8 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 32%. You can also activate this talent to instantly destroy more worms, letting you jump in range 8 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats Mag +4, Wil +4 offense ------ Damage +10% darkness defense ------ Resistance +15% darkness, +7% all other ------- Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats Mag +2, Wil +2 offense ------ Spellpower +15 (+4 eff.) Ignore resists +5% physical, +10% arcane +10% temporal defense ------ Armor +3 Spell save +6 (+3 eff.) Blink to a nearby random location (rad 7) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats Str +4, Wil +4, Cun +4 offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature, +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
![]() 2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats Cun +3, Dex +3 offense ------ Damage +6% mind, +3% temporal When Hit 2 blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 22 defense ------ Armor +1 Resistance +6% mind Disengage: Puts all charms on 13 turn cooldown Effective talent level: 1.0 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 2 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 66% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
![]() 2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats Mag +2 offense ------ Physical Crit +4.0% Physical Power +4 (+1 eff.) Ignore Armor +8 defense ------ Armor +3 other ------- Spell cooldown 10% A pair of boots made of leather. |
![]() 2.0 Encumbrance T1 feet armor [Ego] Nature/Master While equipped: defense ------ Armor +1 Resistance +5% lightning, +5% temporal other ------- Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
![]() 3.0 Encumbrance T1 feet armor [Ego++] Arcane While equipped: offense ------ Ignore resists +11% darkness, +10% temporal defense ------ Armor +3 Fatigue +2% Resistance +10% darkness, +11% temporal Silence Resist +21% Confus Resist +21% Stun Resist +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats Str +1, Mag +5 offense ------ Spell Crit +4% Spellpower +6 (+2 eff.) Damage +3% arcane Accuracy +6 (+3 eff.) defense ------ Armor +2 Crit Resistance 10.00% Physical save +6 (+3 eff.) Mind save +5 (+5 eff.) Disarm Resist +24% other ------- Mana/turn +0.16 Infravision +3 Unarmed combat: Weapon Damage 114% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +8 Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +11 arcane On-crit, radius 2 +10 arcane On Hit: 10% Perfect Control level 3 On Hit: 10% Elemental Bolt level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Random Unique] Nature/Master While equipped: Stats Cun +5, Dex +2 offense ------ On-Hit 7 fire Damage +4% fire Ignore resists +5% darkness Accuracy +7 (+3 eff.) Ignore Armor +7 On-Hit (Melee): * 10% chance to slow global speed by 48% * 20 arcane resource burn * 10% chance to reduce damage dealt by 18% defense ------ Armor +7 Resistance +6% cold, +7% fire Mind save +8 (+8 eff.) Life +46.00 Unarmed combat: Weapon Damage 126% Range: 1.0x-1.1x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +13 Ignore Armor +10 Critical Rate +3.0% Attack Speed 100% On-crit, radius 2 +8 fire On Hit: 15% Perfect Strike level 3 On Hit: 10% Battle Shout level 3 On Hit: 10% Fire Breath level 3 Steady Shot: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 3 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). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats Str +2, Dex +3, Mag +5, Wil +5 Cun +3 offense ------ Spellpower +6 (+2 eff.) On-Hit 5 arcane Damage +5% arcane defense ------ Armor +2 Resistance +5% arcane Physical save +7 (+4 eff.) other ------- Cooldown Double Strike -1 Unarmed combat: Weapon Damage 112% Range: 1.0x-1.1x Uses 40% Str, 40% Dex, 50% Mag 40% Cun Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Accuracy +5 Ignore Armor +3 Critical Rate +8.0% Attack Speed 100% On-hit +8 arcane On Hit: 10% Set Up level 3 On Hit: 10% Manathrust level 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ Spellpower/crit +10 On-Hit 8 darkness Damage +6% darkness, +6% blight Ignore Shields +30% When Hit 4 mind defense ------ Armor +2 Fatigue +3% Resistance +7% darkness Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Mana/turn +0.08 Vim-on-crit +2.00 Unarmed combat: Weapon Damage 122% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On-hit +8 item darkness numbing On Hit: 20% Moonlight Ray level 3 On Hit: * 8% chance to reduce damage dealt by 18% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T2 hands armor [Ego+] Master While equipped: Stats Str +2 offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +6 Fatigue +3% Mind save +8 (+8 eff.) Life +45.00 Unarmed combat: Weapon Damage 137% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Accuracy +7 Ignore Armor +9 Critical Rate +8.0% Attack Speed 83% On Hit: 10% Battle Shout level 3 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Psionic While equipped: offense ------ Ignore resists +10% cold On-Hit (Melee): * 20% chance to slow global speed by 48% defense ------ Armor +1 Fatigue +1% Resistance +3% nature, +3% blight Life Regen +2.00 other ------- Stamina/turn +0.50 Max stamina +12.00 Unarmed combat: Weapon Damage 102% Range: 1.0x-1.4x Uses 40% Cun, 40% Str, 50% Mag 40% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Nightmare level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats Str +3, Wil +3, Con +3 offense ------ Damage +9% lightning, +6% mind Ignore resists +5% lightning, +20% light When Hit 4 lightning defense ------ Armor +1 Fatigue +1% Resistance +9% mind Disarm Resist +26% other ------- Masteries +0.20 Technique/Grappling Unarmed combat: Weapon Damage 106% Range: 1.0x-1.4x Uses 40% Dex, 40% Cun, 50% Mag 40% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +2.0% Attack Speed 83% On Hit: 10% Disarm level 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning, +10% cold defense ------ Resistance +10% lightning, +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 13 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 30.23 to 90.69 lightning damage (60.46 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Damage +15% acid Ignore resists +5% blight defense ------ Defense +1 (+1 eff.) Resistance +6% lightning, +5% temporal +3% nature, +6% acid A pointy cloth hat, very wizardly... |
![]() 2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Str +6 defense ------ Armor +1 Fatigue +1% Resistance +3% physical Disarm Resist +10% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 275.9 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 cap made of leather. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats Cun +2 offense ------ Ignore resists +10% light, +5% mind defense ------ Armor +3 Fatigue +5% Resistance +5% fire, +6% cold other ------- Hate-on-crit +1.00 Max hate +4.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ Damage +9% darkness, +3% cold On-Hit (Melee): * 20% chance to reduce armor by 38% * 20% chance to reduce damage dealt by 18% defense ------ Armor +3 Fatigue +5% Resistance +6% darkness Physical save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats Cun +2, Dex +2 offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Physical save +12 (+6 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T4 heavy armor [Rare] Nature While equipped: Stats Wil +3 offense ------ Spellpower/crit +10 Damage +21% arcane Ignore resists +25% light, +20% fire defense ------ Armor +8 Defense +4 (+4 eff.) Fatigue +12% Life +63.00 Life Regen +8.00 Healmod +15% A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Ego++] Nature/Master While equipped: Stats Cun +4, Dex +4 defense ------ Armor +9 Defense +10 (+10 eff.) Fatigue +7% Resistance +6% acid, +7% cold other ------- Breathe water A suit of armour made of leather. |
![]() 0.0 Encumbrance T1 black gem [Normal] While equipped: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Item imbue powers: Stats Str +1, Dex +1, Mag +1, Wil +1 Cun +1, Con +1 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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 Encumbrance T3 black gem [Normal] While equipped: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Item imbue powers: Stats Str +3, Dex +3, Mag +3, Wil +3 Cun +3, Con +3 Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Item imbue powers: Stats Str +2, Dex +2, Mag +2, Wil +2 Cun +2, Con +2 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats Str +2, Mag +1, Cun +3 offense ------ When Hit 2 acid On-Hit (Melee): * 20% chance to reduce armor by 38% defense ------ Life +22.00 other ------- Max stamina +15.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +12% lightning Ignore resists +15% lightning When Hit 4 cold defense ------ Resistance +12% lightning, +12% cold Physical save +7 (+4 eff.) Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats Cun +6, Mag +1 offense ------ When Hit 6 darkness defense ------ Resistance +3% darkness other ------- Light +8 See Invisibility +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Defense +5 (+5 eff.) Resistance +9% blight, +3% cold Mind save +6 (+6 eff.) Life Regen +2.00 other ------- Light +3 See Stealth +5 See Invisibility +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. |
![]() 2.0 Encumbrance T1 lite [Rare] Master While equipped: defense ------ Resistance +6% mind Crit Resistance 5.00% Life Regen +2.00 Silence Resist +10% Disarm Resist +20% other ------- 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. |
![]() 1.0 Encumbrance T3 lite [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Spellpower +4 (+1 eff.) defense ------ Resistance +9% blight, +7% darkness other ------- Light +4 Infravision +4 See Invisibility +8 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 turn cooldown Effective talent level: 2.2 Power cost 25 out of 30/30. Range melee/personal Cooldown: 20 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 18% 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 Encumbrance T3 lite [Ego++] Arcane/Master While equipped: offense ------ Damage +8% darkness defense ------ Resistance +8% light Affinity +5% darkness Blind Resist +31% Confus Resist +15% other ------- Light +8 Infravision +3 See Stealth +5 See Invisibility +11 Track: Puts all charms on 33 turn cooldown Effective talent level: 6.5 Power cost 33 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 9 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 25 power out of 12/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 116% of the healing done. This effect scales with your Magic stat.. Uses 62 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
![]() 2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 235/400 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 Encumbrance 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. |
![]() 0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats Str +3, Dex +3, Mag +3, Wil -3 Con +3 Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
![]() 2.0 Encumbrance T2 tool misc [Unique] While equipped: Stats Cun +8 offense ------ Damage +15% lightning defense ------ Resistance +15% lightning Physical 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. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats Dex +1 offense ------ Physical Crit +1.0% Critical power +5.00% other ------- Max stamina +10.00 Max hate +8.00 Create a shield absorbing up to 110 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Jhoever the Ghoul Writhing One level 28
67th Pyre 123rd year of Ascendancy at 14:08 see stats
By Jhoever the Ghoul Writhing One level 27
49th Regrowth 123rd year of Ascendancy at 00:33 see stats
By Jhoever the Ghoul Writhing One level 16
17th Dusk 122nd year of Ascendancy at 15:30 see stats
By Jhoever the Ghoul Writhing One level 20
26th Haze 122nd year of Ascendancy at 11:20 see stats
By Jhoever the Ghoul Writhing One level 18
16th Haze 122nd year of Ascendancy at 10:46 see stats
By Jhoever the Ghoul Writhing One level 25
34th Regrowth 123rd year of Ascendancy at 18:05 see stats
By Jhoever the Ghoul Writhing One level 28
67th Pyre 123rd year of Ascendancy at 13:35 see stats
By Jhoever the Ghoul Writhing One level 10
10th Mirth 122nd year of Ascendancy at 12:31 see stats
By Jhoever the Ghoul Writhing One level 20
18th Haze 122nd year of Ascendancy at 19:33 see stats
By Jhoever the Ghoul Writhing One level 18
54th Dusk 122nd year of Ascendancy at 13:06 see stats
By Jhoever the Ghoul Writhing One level 23
3rd Decay 122nd year of Ascendancy at 04:44 see stats
By Jhoever the Ghoul Writhing One level 28
67th Pyre 123rd year of Ascendancy at 14:08 see stats
By Jhoever the Ghoul Writhing One level 5
5th Mirth 122nd year of Ascendancy at 01:44 see stats
By Jhoever the Ghoul Writhing One level 28
67th Pyre 123rd year of Ascendancy at 14:08 see stats
By Jhoever the Ghoul Writhing One level 11
3rd Summertide 122nd year of Ascendancy at 06:45 see stats
By Jhoever the Ghoul Writhing One level 25
34th Regrowth 123rd year of Ascendancy at 14:11 see stats
By Jhoever the Ghoul Writhing One level 16
41st Dusk 122nd year of Ascendancy at 13:55 see stats
Log
Polilranne the ghoul is no longer evading attacks.
Jhoever stops being poisoned.
Rotting Disease from Polilranne the ghoul hits Jhoever for 10 blight damage.
You cannot go into the wilds with the following effects: Weakened, Rotting Disease
Space around you starts to dissolve...
Polilranne the ghoul bites poison into Jhoever.
Polilranne the ghoul hits Jhoever for 47 nature damage.
Melee retaliation hits Polilranne the ghoul for (5 flat reduction), 0 nature, (3 flat reduction), 0 cold (0 total damage).
Polilranne the ghoul's is vulnerable to attacks and effects!
Jhoever receives 5 healing from Bloodcaller.
Tentacle Constriction from Jhoever hits Polilranne the ghoul for (24 flat reduction), 161 darkness, (14 flat reduction), 0 darkness, (8 flat reduction), 0 mind (161 total damage).
Talent Lash Out is ready to use.
Rotting Disease from Polilranne the ghoul hits Jhoever for 10 blight damage.
You cannot go into the wilds with the following effects: Weakened, Rotting Disease
Tendrils Eruption is still on cooldown for 15 turns.
Jhoever casts Lash Out.
Polilranne the ghoul is dazed!
Polilranne the ghoul is not dazed anymore.
Polilranne the ghoul's armor corrodes!
Bloodcaller hits Jhoever for 6 healing, 4 healing (0 total damage) [11 healing].
Jhoever hits Polilranne the ghoul for (24 flat reduction), 193 darkness, (14 flat reduction), 0 darkness, (16 flat reduction), 0 mind, (24 flat reduction), 126 physical, (14 flat reduction), 0 darkness, (15 flat reduction), 0 mind, (20 flat reduction), 0 arcane, (22 flat reduction), 0 darkness (319 total damage).
Polilranne the ghoul throws a finishing uppercut.
Jhoever resists the stun!
Polilranne the ghoul hits Jhoever for 106 physical damage.
Melee retaliation hits Polilranne the ghoul for (5 flat reduction), 0 nature, (3 flat reduction), 0 cold (0 total damage).
Jhoever the level 28 ghoul writhing one was eviscerated to death by Polilranne the ghoul on level 1 of Ruined Dungeon.
Space restabilizes around you.
Polilranne the ghoul is free from the tentacle constriction.