












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
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.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Writhing One |
| Level / Exp | 25 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Horned Horror at level 16 on the 1st Time of Equilibrium 122nd year of Ascendancy at 09:36 5 / 1 |
Primary Stats
| Strength | 16 (base 14) |
| Dexterity | 18 (base 10) |
| Constitution | 49 (base 45) |
| Magic | 84 (base 55) |
| Willpower | 12 (base 10) |
| Cunning | 10 (base 10) |
Resources
| Life | 754/754 |
| Mana | 234/234 |
| Stamina | 157/157 |
| Insanity | 0/100 |
| Healing Factor | 1.3232873839943 |
| Regeneration | 0.33082184599856 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| See Stealth | 5 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 51 |
| Crit Chance | 9% |
| APR | 2 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Mind
| Mindpower | 12 |
| Crit Chance | 1% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +25% |
| Blight | +8% |
| Arcane | +5% |
| Fire | +12% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 21.381247478667 (35.65183292883%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 0 |
| Physical Save | 34 |
| Spell Save | 28 |
| Mental Save | 25 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Blight | + 41%( 70%) |
| Arcane | + 31%( 70%) |
| Cold | + 34%( 70%) |
| All | + 27%( 70%) |
| Darkness | + 59%( 70%) |
| Light | + 34%( 70%) |
| Temporal | + 45%( 70%) |
| Lightning | + 37%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Instadeath Resistance | 100% |
| Confusion Resistance | 20% |
| Knockback Resistance | 50% |
| Stun Resistance | 60% |
| Poison Resistance | 20% |
| Blind Resistance | 10% |
Inscriptions (3/3)
| 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 378 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 116 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 211 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Spell / Staff combat | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Daunting Presence |
| talent | Chaos Orbs |
| talent | Defensive Posture |
| beneficial effect | Linked to their horror ally gaining 19% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lone alchemist (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Trollmire. Escort: lost warrior (level 2 of Trollmire)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Old Forest. Escort: temporal explorer (level 4 of Old Forest)As a reward you improved Magic 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. | 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 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
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 electric eel tail. * You've found the needed vial of wight ectoplasm. * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed orc heart. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed skeleton mage skull. * You've found the needed snow giant kidney. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
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 | Kilnkill (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Dex +1 Wil dps ---------- Dmg.mod +12% fire ----- def ----- Armour +1 Fatigue -5% Resists +9% acid Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
| Quiver | Deepsraven (19/19, 32-46 power, 7 apr)3.0 T2 arrow ammo [Random Unique] Master/Psionic Power 32.5 - 45.5 Physical Uses 50% Str, 50% Mag, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +8 Apr +7 Crit +12.5% Capacity 19 Phasing +30% Ranged+ +4 blight +9 physical On Hit.r1 +8 darkness On Crit.r2 +4 darkness On Hit: * 20% chance to knock the target back 3 spaces and deal 16 physical damage On Crit: * Wound the target dealing 269 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | brass lantern 'Halohek'2.0 T1 lite [Rare] Psionic While equipped: ----- def ----- Resists +9% temporal Mind.save +6 (+3 eff.) Die.at -40.00 life Disease- +10% Knockbk- +10% ---------- misc Light +3 See.Stealth +5 See.Invis +6 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 | linen wizard hat of decomposition (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +4% temporal +4% light +4% fire +4% nature +4% acid +4% blight +4% cold +4% darkness A pointy cloth hat, very wizardly... |
| Tool | Ulozilandil (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex dps ---------- Phys.pwr +5 (+2 eff.) Mov.spd +10% ----- def ----- Resists +9% temporal +5% arcane +6% light Die.at -60.00 life Heal.mod +5% Blind- +10% Poison- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | wizard's copper ring of darkness (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +11% darkness ----- def ----- Resists +22% darkness Spell.save +4 (+2 eff.) Rings make your fingers look great! |
| On fingers | titan's steel ring of clarity0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Con ----- def ----- Phys.save +8 (+4 eff.) Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | magewarrior's short elm vilestaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego+] Master Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Phys.pwr +6 (+2 eff.) Spell.pwr +8 (+3 eff.) Dmg.mod +10% darkness Acc +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | hardened leather gloves 'Arthoharagrim' (0 def, 4 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Melee+ 7 blight Dmg.mod +5% arcane +4% blight Acc +6 (+2 eff.) ----- def ----- Armour +4 Resists +5% blight +3% temporal Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disease- +10% Disarm- +20% Stun/Frz- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | radiant cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego++] Nature While equipped: Stats +1 Wil ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +5% cold +18% darkness +10% blight ---------- misc Light +1 Breathe water A suit of armour made of leather. |
| Cloak | linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Mind.save +5 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% lightning Stun/Frz- +20% Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 79; 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 79 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 375; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 375 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 32%; magical; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 32% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of the Rift (198.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 198.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aereda the Brighthash0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex +4 Wil +6 Cun ----- def ----- Resists +9% light ---------- misc Hate/m.crit +3.00 Max.hate +8.00 Amulets make your neck look great! |
Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+7 eff.) Spell.save +15 (+8 eff.) Mind.save -7 (-4 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
cleansing steel amulet of dexterity (+3)0.1 T2 amulet jewelry [Ego] Nature/Disrupt While equipped: Stats +3 Dex ----- def ----- Resists +12% nature +10% blight Poison- +20% Disease- +24% Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
stabilizing steel amulet of strength (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% temporal Pinning- +26% Knockbk- +21% Amulets make your neck look great! |
Pitchlord of the Blightspawn0.1 T3 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +13% lightning +13% fire +3% nature On Melee Ret: * 22% chance to reduce strength, dexterity, and constitution by 27 * 25% chance to reduce damage dealt by 7% ----- def ----- Resists +35% lightning +6% darkness +26% fire +3% cold +3% acid Max.HP +34.00 Disarm- +32% Pinning- +28% Knockbk- +25% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 8.05 cold and 8.05 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings make your fingers look great! |
mule's gold ring of arcana (+0.20/turn)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -6% Silence- +24% ---------- misc Max.enc +22 Mana/turn +0.20 Rings make your fingers look great! |
mule's steel ring of light (+22%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Fatigue -4% Resists +22% light ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +10% lightning ----- def ----- Defense +4 (+2 eff.) Resists +20% lightning Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring of tenacity0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +21% Rings make your fingers look great! |
warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Rings make your fingers look great! |
wizard's copper ring0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+3 eff.) Rings make your fingers look great! |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
acidic iron dagger (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Arcane Power 9.5 - 12.3 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 158 damage over 5 turns and reducing armor and accuracy by 20 Sharp, short and deadly. |
thought-forged steel dagger of massacre (20-27 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 20.5 - 26.7 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 mind On Hit: * 16% chance to reduce all saves and defense by 7 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
elemental steel longsword of shearing (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 95 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +12% acid Res.pen +5% acid +6% all Acc +7 (+2 eff.) Apr +5 Sharp, long, and deadly. |
thought-forged steel mace of shearing (13-18 power, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master/Psionic Power 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +6 mind On Hit: * 14% chance to reduce all saves and defense by 7 While equipped: Stats +2 Cun +3 Wil dps ---------- Res.pen +7% all Acc +8 (+2 eff.) Apr +6 Blunt and deadly. |
vined mindstar of storms (4-4 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 4.0 - 4.4 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +3 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+4 eff.) Melee+ 5 lightning Dmg.mod +4% lightning Res.pen +4% lightning ----- def ----- Resists +4% lightning ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
enhanced cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +5 Str +5 Dex +4 Mag +4 Wil +4 Cun +5 Con Slings are used to hurl stones or metal shots at your foes. |
enhanced cured leather sling of enduring4.0 T2 sling 1H weapon Reqs Shoot [Ego++] Nature Power 0.0 - 0.0 Physical Uses 50% Mag Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +4 Str +4 Dex +4 Mag +13 Wil +3 Cun +11 Con ----- def ----- Max.HP +10.00 Slings are used to hurl stones or metal shots at your foes. |
magewarrior's short yew starstaff of breaching (20-24 power, 4 apr, light element)5.0 T3 staff 1H weapon [Ego++] Arcane/Master Power 20.0 - 24.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +6% Phys.pwr +7 (+2 eff.) Spell.pwr +14 (+5 eff.) Dmg.mod +20% light +10% blight Res.pen +10% light Acc +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was corrupted by the digestive sack. |
short elm vilestaff of illumination (10-12 power, 2 apr, darkness element)5.0 T1 staff 1H weapon [Ego] Nature/Master Power 10.0 - 12.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 110.56 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
balanced iron waraxe of erosion (11-15 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Nature/Master Power 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +24% One-handed war axes. |
steel waraxe 'Emelilerin' (15-21 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 15.0 - 21.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +9 nature While equipped: Stats +1 Str +7 Wil +1 Cun +6 Con dps ---------- Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +6 (+3 eff.) Max.HP +15.00 Disarm- +20% ---------- misc Infravis +2 One-handed war axes. |
Gibeth1.0 T3 belt armor [Rare] Nature While equipped: Stats +4 Str +4 Dex +5 Wil +3 Cun dps ---------- Mind.pwr +25 (+16 eff.) Dmg.mod +12% acid Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Resists +5% arcane Phys.save +13 (+6 eff.) Spell.save +12 (+6 eff.) Mind.save +14 (+7 eff.) ---------- misc Max.hate +6.00 A belt that goes around your waist. |
hardened leather belt 'Brandjustice'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +2 Dex +5 Mag +6 Cun ----- def ----- Fatigue -6% Resists +12% fire ---------- misc Max.enc +32 See.Invis +12 A belt that goes around your waist. |
hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +3 Dex +3 Cun +6 Lck ----- def ----- Stealth +8 ---------- misc T.Disarm +11 Infravis +3 A belt that goes around your waist. |
insulating hardened leather belt of burglary1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Dex +3 Cun +7 Lck ----- def ----- Resists +10% fire +7% cold Stealth +5 ---------- misc T.Disarm +8 Infravis +3 A belt that goes around your waist. |
insulating rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Resists +6% fire +6% cold A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil dps ---------- Against +17% Summoned ----- def ----- D.Red.from +19% Summoned A belt that goes around your waist. |
Emelamira the Icespitter (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +5 Dex +9 Wil +2 Con dps ---------- Dmg.mod +6% mind Res.pen +10% cold ----- def ----- Defense +2 (+1 eff.) Mind.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shimmerbutcher' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +4% Dmg.mod +12% lightning ----- def ----- Defense +2 (+1 eff.) Resists +3% lightning +6% fire +6% darkness +6% light Def/telep +5 Res/telep +5% Dur/telep +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of protection (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+8 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 17.87 to 22.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +40.00 HP.reg +3.00 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe of life (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +6% blight +7% all Max.HP +46.00 HP.reg +1.70 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of darkness (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +3 (+3 eff.) Dmg.mod +10% darkness ----- def ----- Resists +15% darkness +7% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of corrosion (+24%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+3 eff.) Dmg.mod +16% acid ----- def ----- Resists +24% acid +9% all Mind.save +15 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven woollen robe of lightning (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +2% Mind.pwr +2 (+2 eff.) Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +9% all Mind.save +19 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of lightning (+19%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +13% lightning On Melee Ret: * 4% chance to slow global speed by 32% * 5 arcane resource burn ----- def ----- Resists +19% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of corrosion (+15%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Spell.crit +2% Spell.pwr +3 (+1 eff.) Dmg.mod +10% acid ----- def ----- Resists +15% acid +7% all Spell.save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Betylranne the Demonquencher (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning On Hit (Melee): * 10 arcane resource burn * 20% chance to reduce damage dealt by 7% ----- def ----- Armour +1 Fatigue -4% Resists +5% arcane Phys.save +6 (+3 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +5% lightning +6% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
miner's pair of rough leather boots (0 def, 2 armour)2.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +2 ---------- misc Infravis +1 A pair of boots made of leather. |
pair of rough leather boots 'Eilinaldara' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 32% ----- def ----- Armour +1 Resists +3% blight ---------- misc Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+2 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 22.26 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+4 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 111.14 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
corrosive hardened leather gloves of the iron hand (0 def, 2 armour)1.0 T2 hands armor [Ego+] Nature/Master While equipped: Stats +3 Str +3 Wil +3 Con dps ---------- Melee+ 7 acid Dmg.mod +4% acid ----- def ----- Armour +2 Resists +7% acid Disarm- +28% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Treesmash' (0 def, 7 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 physical Dmg.mod +8% physical Res.pen +5% nature Acc +6 (+2 eff.) Apr +5 Melee Ret 6 nature ----- def ----- Armour +7 Resists +9% darkness Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 5 temporal Ranged+ 5 temporal Dmg.mod +4% temporal ----- def ----- Armour +1 Fatigue +1% Resists +6% temporal 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. |
temporal rough leather gloves of dexterity (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 temporal Ranged+ 6 temporal Dmg.mod +4% temporal Acc +10 (+3 eff.) ----- def ----- Armour +1 Resists +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Arodragorn the rough leather cap (5 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Dmg.mod +6% physical ----- def ----- Armour +1 Defense +5 (+2 eff.) Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
Elidheth the Heatfame (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Dmg.mod +10% cold Res.pen +20% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +15% cold A pointy cloth hat, very wizardly... |
clarifying linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: Stats +2 Cun ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A pointy cloth hat, very wizardly... |
cleansing rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% nature +6% blight A cap made of leather. |
iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +1 (+0 eff.) Resists +15% darkness A pointy cloth hat, very wizardly... |
miner's rough leather cap of strength (+2) (0 def, 2 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +2 Fatigue +1% ---------- misc Infravis +1 A cap made of leather. |
prismatic iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +10% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of knowledge (0 def, 1 armour)2.0 T1 head armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+4 eff.) ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
6 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. |
119 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. |
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. |
7 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. |
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. |
7 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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. |
Cobranail (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +5 Cun +3 Wil ----- def ----- Resists +6% nature ---------- misc Infravis +1 See.Invis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Uloleg the iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str +3 Dex +1 Con ----- def ----- Fatigue -5% Resists +12% temporal While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Tulasus' (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Mag +1 Wil +3 Cun +1 Con dps ---------- Dmg.mod +5% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 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 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
brass lantern 'Weepwilter'2.0 T1 lite [Rare] Master While equipped: Stats +3 Str dps ---------- Dmg.mod +6% nature Res.pen +15% nature ---------- misc Light +6 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. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+5 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 4 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 170.95 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Prox's Lucky Halfling Foot2.0 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
4 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. |
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. |
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. |
Skull of the Rat Lich1.0 T3 skull tool [Unique] Arcane While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+4 eff.) Melee Ret 12 darkness Raise one or two undead rats to fight beside you. Uses 70 power out of 70/70 This ancient skull is all that remains of the Rat Lich. Some fragments of its power remain and a faint red light still glows within its eye sockets. |
Bizzare Contraption2.0 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. |
iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 49] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 49 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of psionic shield [power 47] (25 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 47 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
4 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. |
Burning Star1.0 T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 30 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Bringer of Doom
Killed a Bringer of Doom.By Drem the Cornac Writhing One level 20
30th Haze 122nd year of Ascendancy at 15:55 see stats
Exterminator
Killed 1000 creatures.By Drem the Cornac Writhing One level 19
16th Haze 122nd year of Ascendancy at 08:03 see stats
Level 10
Got a character to level 10.By Drem the Cornac Writhing One level 10
22nd Dusk 122nd year of Ascendancy at 21:44 see stats
Level 20
Got a character to level 20.By Drem the Cornac Writhing One level 20
17th Haze 122nd year of Ascendancy at 05:51 see stats
Poisonous
Sided with the assassin lord.By Drem the Cornac Writhing One level 21
41st Haze 122nd year of Ascendancy at 00:19 see stats
Size matters
Did over 600 damage in one attack.By Drem the Cornac Writhing One level 10
31st Dusk 122nd year of Ascendancy at 02:43 see stats
The Arena
Unlocked Arena mode.By Drem the Cornac Writhing One level 8
2nd Mirth 122nd year of Ascendancy at 12:32 see stats
The Rat Lich
Killed the terrible Rat Lich.By Drem the Cornac Writhing One level 19
17th Haze 122nd year of Ascendancy at 05:30 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Drem the Cornac Writhing One level 21
31st Haze 122nd year of Ascendancy at 21:13 see stats
The secret city
Discovered the truth about mages.By Drem the Cornac Writhing One level 8
1st Summertide 122nd year of Ascendancy at 09:13 see stats
They Came From Outer Space!
Discovered the true origin of dwarves and drems.By Drem the Cornac Writhing One level 25
52nd Regrowth 123rd year of Ascendancy at 04:33 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Drem the Cornac Writhing One level 21
31st Haze 122nd year of Ascendancy at 07:58 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Drem the Cornac Writhing One level 21
30th Haze 122nd year of Ascendancy at 23:28 see stats
Log
New Achievement: They Came From Outer Space!!
Lore found: strange picture
You can read all your collected lore in the game menu, by pressing Escape.
Drem casts Teleport: Kroshkkur.
Resting starts...
You are yanked out of this place!
Rested for 39 turns (stop reason: dialog is displayed).
You give Gleamzeal (12-16 power, 6 apr) to worm that walks (servant of Drem).
You gain 16.00 gold from the transmogrification of Cut Drem Arm.
You gain 23.23 gold from the transmogrification of cashmere wizard hat 'Shockpride' (2 def, 0 armour).
You gain 11.64 gold from the transmogrification of Urthidurin the Chillshine (2 def, 0 armour).
You gain 25.00 gold from the transmogrification of Adutha (0 def, 3 armour).
You gain 18.20 gold from the transmogrification of Glintrot (0 def, 0 armour).
You gain 19.95 gold from the transmogrification of Flarekarma (2 def, 0 armour).
You gain 17.52 gold from the transmogrification of Adarena the hardened leather belt.
You gain 19.49 gold from the transmogrification of Mirequill the steel waraxe (14-19 power, 3 apr).
You gain 11.08 gold from the transmogrification of magelord's yew vilestaff of channeling (20-24 power, 4 apr, acid element).
You gain 3.60 gold from the transmogrification of thorny mindstar of sand (10-11 power, 24 apr, nature damage).
You gain 5.03 gold from the transmogrification of dwarven-steel mace of enduring (28-38 power, 4 apr).
You gain 19.34 gold from the transmogrification of Polussra (30-44 power, 2 apr).
You gain 15.27 gold from the transmogrification of Ebonylore the dwarven-steel battleaxe (43-64 power, 2 apr).
There is a teleporter to the surface here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.




























































































































