










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.5.4Donators/Buyers bonus! Store Restocker 1.5.5Ashes of Urh'Rok 1.5.0Official 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:
Melinda on the Map 1.1.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. Extra Dungeons 1.5.5In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Embers of Rage 1.5.0Official 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 1.5.5Quality 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. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.5.0Donators/Buyers bonus! Cornac Rectification 1.5.10The Cornac talent category point isn't something they gain over the other races. They just don't auto-spend it on a racial talent category because they don't have one. Now Cornac's can actually have more talent categories than anyone else. Expanded Shop Inventory 1.3.0Significantly increases the number of items available for purchase in all shops, and allows some higher-quality items. Players can set the number of items with the new option appearing in the 'Game Options/Gameplay' tab. Turn Separators v2 1.5.10Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Select your Escorts 1.5.10Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ghouls Dont Breathe 1.3.1This belt removes breathing because it makes you undead but ghouls still breathe?! Howgash! GHOULS DONT BREATHE!! Adventurer Buff Addon 1.4.6Gives Adventurers 3 more Category Points at creation, from 7 to 10. Credit for the original code goes to SirSlush. Merchant Rerolls 1.3.1This addon adds the ability to 'reroll' a merchant item. More specifically, this allows you to spend 400 gold if you get an item that you don't like, to gain a brand new one. Be warned that once an item is gone, it will forever be gone, and you will never get it back. Necromancy+ 1.3.1Features: Spell/Charnel - class category available to Necromancer only. Tweaked Categories: Spell/Advanced Necrotic Minions Spell/Necrotic Minions Spell/Necrosis Spell/Shades Tweaked the talent levels granted by Blighted Summoning. Also adds in a new class called the Spiritmancer: The dead do not always rest easy, even free from fell influences. Categories: Karma Life Giver Ghosts Dawn Justice Better Item Description 1.5.10This 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 ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 30 / 35% |
| Size | huge |
| Lifes / Deaths | Killed by Adyselaith the black bear at level 14 on the 65th Dusk 122nd year of Ascendancy at 14:19 0 / 8Killed by Xeronor the luminous horror at level 19 on the 6th Decay 122nd year of Ascendancy at 14:46 Killed by Nerariawyn the white ooze at level 24 on the 57th Regrowth 123rd year of Ascendancy at 11:48 Killed by Mayyrima the storm drake at level 26 on the 79th Regrowth 123rd year of Ascendancy at 00:04 Killed by Lisyyabeth the Blightborn at level 29 on the 44th Pyre 123rd year of Ascendancy at 21:32 Killed by Polora the corrupted mastocytic feeder at level 30 on the 67th Pyre 123rd year of Ascendancy at 22:50 Killed by Aerama the corrupted protoplasmic controller at level 30 on the 68th Pyre 123rd year of Ascendancy at 06:42 Killed by Aerama the corrupted protoplasmic controller at level 30 on the 68th Pyre 123rd year of Ascendancy at 06:58 |
Primary Stats
| Strength | 34 (base 25) |
| Dexterity | 22 (base 10) |
| Constitution | 49 (base 41) |
| Magic | 65 (base 48) |
| Willpower | 36 (base 28) |
| Cunning | 35 (base 10) |
Resources
| Life | -4/1087 |
| Insanity | 89/100 |
| Healing Factor | 1.4171232876711 |
| Regeneration | 105.44814383561 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 56 |
| Accuracy | 48 |
| Crit Chance | 15% |
| APR | 37 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 59 |
| Crit Chance | 22% |
| Speed | 1 |
Offense: Mind
| Mindpower | 35 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +34% |
| Blight | +38% |
| Mind | +20% |
| All | +10% |
| Darkness | +59% |
| Light | +52% |
| Temporal | +18% |
| Fire | +20% |
| Lightning | +28% |
Offense: Damage Penetration
| Lightning | +15% |
| Acid | +10% |
| Darkness | +35% |
| Temporal | +10% |
Defense: Base
| Armour (hardiness) | 15 (35.629139072848%) |
| Defense | 34 |
| Ranged Defense | 34 |
| Fatigue | 0 |
| Physical Save | 24 |
| Spell Save | 50 |
| Mental Save | 29 |
Defense: Resistances
| Acid | + 28%( 70%) |
| Arcane | + 19%( 70%) |
| Cold | + 20%( 70%) |
| All | + 15%( 70%) |
| Mind | + 23%( 70%) |
| Darkness | + 61%( 70%) |
| Light | + 36%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 19%( 70%) |
| Lightning | + 40%( 70%) |
| Fire | + 40%( 70%) |
| Nature | + 18%( 70%) |
Defense: Immunities
| Stun Resistance | 56% |
| Confusion Resistance | 10% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental or physical effect and reduce all damage taken by 15% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 422 damage for 4 turns. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 366 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: TeleportationUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 102 with a minimum range of 15. Its effects scale with your Constitution stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 5/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | Renders a random talent unavailable. No talents will cool down until the effect has worn off. Brainlocked |
| beneficial effect | A flow of life spins around the target, regenerating 73.26 life per turn. Regeneration |
| beneficial effect | The target filled with the power of oldschool! Power of the Oldschool! |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The target is confused, acting randomly (chance 34%) and unable to perform complex actions. Confused |
| detrimental effect | The target is poisoned, taking 58.41 nature damage per turn. Deadly Poison |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you improved Magic by +2. | 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 gained talent category Spell / Stone alchemy (at mastery 0.80). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Magic by +2. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 287. | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * You've found the needed length of troll intestine. * You've found the needed storm wyrm claw. | 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 within3 lumberjacks have died. | 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 | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 10/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares away. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+3 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 27.13 cold damage and 27.13 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 6 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. This item has been sent to the Item's Vault. |
| On head | iron helm 'Daimondil' (0 def, 3 armour)3.0 T1 head armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +5% Resists +6% acid +6% lightning +3% nature +9% fire +6% cold +5% arcane +9% mind Spell.save +29 (+10 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
| On fingers | Betara0.1 T3 ring jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +2 Str +6 Cun +4 Con dps ---------- Dmg.mod +13% darkness ----- def ----- Defense +8 (+4 eff.) Fatigue -6% Resists +26% darkness Max.HP +61.00 HP.reg +0.90 Heal.mod +15% Rings can have magical properties. |
| On fingers | Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Stats +5 Cun +6 Dex dps ---------- Dmg.mod +18% lightning +10% fire +6% acid Res.pen +15% lightning Acc +9 (+3 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Resists +24% lightning +20% fire +9% acid Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Dusksquall the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +25% darkness +10% acid ----- def ----- Resists +20% darkness Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Seeds of the Black Tree (17-18.7 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 80% Mag Mastery Psiblades Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Mag +6 Wil dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+6 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian and the tentacles strike out with them like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
| On hands | Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+0 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. This item has been sent to the Item's Vault. |
| Cloak | Radiancepain the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% light +18% acid Acc +20 (+7 eff.) On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Defense +2 (+1 eff.) Fatigue -6% Max.HP +64.00 ---------- misc Max.stam +14.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 280 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
Inventory
healing infusion of the sneak (heal 143)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 and cleanse 1 wound and 1 poison effect. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
healing infusion of the wizard (heal 230)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 230 and cleanse 1 wound and 1 poison effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
regeneration infusion of the psychic (heal 414 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 414 life over 5 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 399 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 359 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 359 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
biting gale rune (23 cold damage; freeze 3 turns with power 15)0.1 T2 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 23.38 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 3 turns (with power 15 vs. physical save). The deep cold also crystalizes your mind, removing one random detrimental mental effect from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
vision rune of the titan (radius 13; dur 15; see dragon)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 26 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to get a vision of the area surrounding you (13 radius) and to allow you to see invisible and stealthed creatures (power 27) for 15 turns. Your mind will become more receptive for 15 turns, allowing you to sense any dragon around. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Aerukira the Deepsstrider0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +15% darkness +20% arcane ----- def ----- Resists +10% mind +5% arcane Confus- +23% Amulets can have magical properties. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Str Amulets can have magical properties. |
Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Juggernaut: (Instant) Level 2.0 Pwr.cost 30 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Murkradiance the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +25% darkness Melee Ret 8 lightning On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +18% lightning Heal.mod +14% Cut- +50% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets can have magical properties. |
Pusumbra the steel amulet0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +5 Con dps ---------- Mov.spd +10% Melee Ret 12 nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -6% Resists +18% nature +6% temporal HP.reg +0.50 ---------- misc Stam/turn +0.60 Amulets can have magical properties. |
gold amulet 'Aeryyatha'0.1 T3 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +1 Dex +4 Mag +6 Cun dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +6% physical +6% temporal +6% light +5% darkness ---------- misc Masteries +0.24 Demented/Friend of the worm +0.24 Demented/Slow death Amulets can have magical properties. |
gold amulet 'Ravenstoker'0.1 T3 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +18% darkness Res.pen +15% light Melee Ret 20 darkness 16 light On Hit (Melee): * 30% chance to blind ---------- misc Masteries +0.27 Spell/Stone alchemy Amulets can have magical properties. |
Gorethel0.1 T4 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Str +4 Con dps ---------- Crit.mult +14.00% Acc +8 (+3 eff.) Apr +14 On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +3% blight +9% cold +6% darkness +5% arcane Phys.save +11 (+5 eff.) Max.HP +41.00 HP.reg +1.80 Amulets can have magical properties. |
Sparksever0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Spell.crit +5% Dmg.mod +9% arcane +12% lightning ----- def ----- Resists +5% arcane +13% physical Spell.save +42 (+13 eff.) ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
treant's copper ring0.1 T1 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +5% nature +5% blight Poison- +11% Disease- +12% Rings can have magical properties. |
gold ring 'Earthcutter'0.1 T3 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +4 Cun +6 Wil dps ---------- Mind.pwr +9 (+5 eff.) Res.pen +10% nature Melee Ret 4 arcane 4 nature On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +6% nature Max.HP +40.00 HP.reg +2.40 Heal.mod +13% Stun/Frz- +27% Rings can have magical properties. |
Staff of Arcane Supremacy (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon [Unique] Arcane A true understanding of the arcane is needed to release its full power. Power 20.0 - 24.0 Arcane Uses 200% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.pwr +20 (+5 eff.) Dmg.mod +20% arcane ---------- misc Max.mana +0.00 Cooldown Manathrust -1 Masteries +0.20 Spell/Arcane Arcane Supremacy: Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a spell Description: Removes up to 3 detrimental magical effects and empowers you with arcane energy for ten turns, increasing spellpower and spell save by 5 plus 5 per effect removed. A long slender staff, made of ancient dragon-bone, with runes emblazoned all over its surface in bright silver. It hums faintly, as if great power is locked within, yet alone it seems incomplete. |
Sootviper the dragonbone vilestaff (30-36 power, 6 apr, darkness element)5.0 T5 staff 2H weapon [Rare] Nature Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +16 acid On Hit.r1 +12 acid On Crit.r2 +16 acid While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% darkness Melee Ret 8 darkness 12 acid On Hit (Melee): * 30% chance to corrode armour by 30% * 30% chance to inflict 15% damage reduction * 20% chance to blind ----- def ----- Defense +15 (+7 eff.) Resists +6% darkness ---------- misc Light +5 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 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 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 93.71 light damage. Staves designed for wielders of magic, by the greats of the art. |
dragonbone magestaff (30-36 power, 6 apr, lightning element)5.0 T5 staff 2H weapon [Normal] Power 30.0 - 36.0 Physical Uses 130% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+4 eff.) Dmg.mod +30% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Adabrera the Duskravage (44-66 power, 3 apr)3.0 T4 battleaxe 2H weapon Reqs Str 35 [Rare] Master Power 44.0 - 66.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% On Hit: * 40% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Res.pen +25% darkness Acc +19 (+6 eff.) Melee Ret 12 temporal ----- def ----- Defense +19 (+8 eff.) Resists +12% darkness Disarm- +62% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed battleaxes. |
insidious stralite greatsword (50.5-80.8 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Ego] Nature Power 50.5 - 80.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +3 Crit +4.5% Atk.spd 100% Melee+ +48 insidious poison Massive two-handed swords. |
Daimugatar the Corpsewyrd (84-134.4 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Rare] Master Power 84.0 - 134.4 Nature Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +16 nature On Hit.r1 +8 darkness While equipped: dps ---------- Mind.crit +4% ----- def ----- Resists +6% nature Mind.save +9 (+4 eff.) ---------- misc Psi/ret +0.16 Telepathy Dragon Massive two-handed swords. |
slime-covered voratun greatsword of erosion (63.5-101.6 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Ego] Nature/Disrupt Power 63.5 - 101.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +5.0% Atk.spd 100% Melee+ +13 temporal +16 nature On Hit: * Slows global speed by 14% Massive two-handed swords. |
Pusrace (34-47.6 power, 5 apr)3.0 T4 longsword 1H weapon Reqs Str 35 [Rare] Nature Power 34.0 - 47.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +5 Crit +4.5% Atk.spd 100% On Crit.r2 +16 temporal While equipped: Stats +4 Dex +3 Cun dps ---------- Res.pen +13% nature On Hit (Melee): * Slows global speed by 30% ----- def ----- Fatigue -4% Resists +8% all +6% temporal ---------- misc Infravis +2 Sharp, long, and deadly. |
voratun longsword (42.5-59.5 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Normal] Power 42.5 - 59.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +6 Crit +5.0% Atk.spd 100% Sharp, long, and deadly. |
Dourwyrd of the Blightspawn (32-44.8 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Nature/Master Power 32.0 - 44.8 Light Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit.r1 +9 fire While equipped: Stats +8 Dex -8 Con dps ---------- Dmg.mod +3% lightning Res.pen +8% nature Melee Ret 12 lightning 4 light ----- def ----- Resists +9% light +4% all Blunt and deadly. |
Umbral Razor (25-32.5 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 45% Str, 60% Mag, 45% Dex Acc+ +0.5% APR / acc Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 2.0 Pwr.cost 8 out of 10/10. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of darkness, doing 168.39 darkness damage. At level 3, it will create a beam of shadows. At level 5, none of your Nightfall spells will hurt your minions. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 50% Mag, 100% Dex Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
living mindstar (16.5-18.15 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Normal] Nature Power 16.5 - 18.2 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) 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. |
quiver of elven-wood arrows 'Eclipseminister' (23/23, 62-86.8 power, 14 apr)3.0 T4 arrow ammo Reqs Dex 35 [Rare] Master Power 62.0 - 86.8 Physical Uses 70% Dex, 50% Mag, 50% Str Acc+ +0.2% crit / acc Apr +14 Crit +2.5% Capacity 23 Ranged+ +16 nature +12 darkness On Hit.r1 +4 nature +12 acid On Crit.r2 +16 darkness On Hit: * Slows global speed by 40% * 40% chance to inflict 15% damage reduction Arrows are used with bows to pierce your foes to death. |
Rags of the Sanctuary of nature (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (8 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +6 Mag dps ---------- Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +8 (+4 eff.) Resists -10% cold +20% fire This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Zodunalar the Glimmerfame (5 def, 0 armour)2.0 T5 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +19% lightning +18% fire +9% light Res.pen +15% light ----- def ----- Defense +5 (+2 eff.) Resists +28% lightning +12% fire ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eclipsedare (13 def, 7 armour)9.0 T4 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Armour +7 Defense +13 (+6 eff.) Rng.Def +9 (+4 eff.) Fatigue +8% Resists +12% blight +6% cold +9% mind Mind.save +30 (+13 eff.) Max.HP +44.00 Blind- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of leather. |
Neritta the Brightwitch (5 def, 8 armour)9.0 T5 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% light +6% fire Res.pen +25% fire On Hit (Melee): * 30% chance to blind ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +9% light +18% fire Max.HP +60.00 A suit of armour made of leather. |
Rope Belt of the Thaloren1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.pwr +12 (+6 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
Cuthegafang the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Spell.crit +2% Spell.pwr +4 (+1 eff.) S.pwr/crit +10 Dmg.mod +6% blight Phasing +40% ----- def ----- D.Red.from +21% Summoned Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.16 A belt that goes around your waist. |
Rhedunayon1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Crit.mult +3.00% Phys.pwr +8 (+2 eff.) Mind.pwr +7 (+4 eff.) ----- def ----- Armour +12 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Phys.save +7 (+3 eff.) Stealth +9 ---------- misc T.Disarm +11 Infravis +4 Create a temporary shield that absorbs 314 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
linen cloak 'Glitterscar' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Wil dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Res.pen +5% mind ----- def ----- Defense +1 (+0 eff.) Resists +6% light Mind.save +6 (+3 eff.) Max.HP +30.00 ---------- misc Max.psi +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Dex +4 Cun dps ---------- Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
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 Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 136.35 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. 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. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 97.42 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor [Unique] Disrupt/Master While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+1 eff.) 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. |
Khelydunarion (0 def, 3 armour)2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +1% Resists +6% cold +6% mind +3% light Poison- +20% ---------- misc Breathe water A cap made of leather. |
Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
stabilizing drakeskin leather cap (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: ----- def ----- Armour +5 Fatigue +5% Phys.save +25 (+12 eff.) A cap made of leather. |
7 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. |
6 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. |
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. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
2 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. |
3 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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 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. |
3 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+2 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. This item has been sent to the Item's Vault. |
Petrified Wood0.0 T4 red gem [Unique] Nature While equipped: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Item imbue powers: Stats +25 Con Resists +10% cold +25% nature +10% darkness Crit.dmg- 23.00% Latent Damage Type: Fire A piece of the scorched wood taken from the remains of Snaproot. This item has been sent to the Item's Vault. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. This item has been sent to the Item's Vault. |
430 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 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. |
Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +1 Infravis +6 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Ce'Nydhenne the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: ----- def ----- Resists +6% blight +6% fire +6% acid +24% lightning Max.HP +60.00 Poison- +10% Disease- +25% ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 124.37 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.37 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (92 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cyreba (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Mind.crit +1% Dmg.mod +3% acid ----- def ----- Fatigue -5% ---------- misc Hate/m.crit +5.00 Telepathy Demon/Major Humanoid/Orc Demon/Minor While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 161.69 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to mental crosstier the target, which inflicts Brainlock if your mindpower is a tier above their mindsave. This torque feels tingly to the touch, but seems to enhance your thinking. |
Splendourzephyr [power 79] (20 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: Stats +3 Wil dps ---------- Spell.pwr +4 (+1 eff.) Phasing +20% ----- def ----- Resists +6% light ---------- misc Max.mana +40.00 Talents +2 Silence Cooldown Silence -1 Setup a psionic shield, reducing all fire, cold, light, and arcane damage by 79 for 7 turns Puts all charms on 20 cooldown 100% to regenerate 5 psi. Torques are made by powerful psionics to store psionic powers. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 96 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Achievements
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Forgotten one Mir the Ogre Writhing One level 9
7th Dusk 122nd year of Ascendancy at 02:27 see stats
Earth Master (Insane (Adventure) difficulty)
Killed Harkor'Zun and unlocked Stone magic.By Forgotten one Mir the Ogre Writhing One level 29
33rd Pyre 123rd year of Ascendancy at 05:27 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Forgotten one Mir the Ogre Writhing One level 20
22nd Regrowth 123rd year of Ascendancy at 20:04 see stats
Eye of the storm (Insane (Adventure) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Forgotten one Mir the Ogre Writhing One level 29
33rd Pyre 123rd year of Ascendancy at 02:13 see stats
Home sweet home (Insane (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Forgotten one Mir the Ogre Writhing One level 24
63rd Regrowth 123rd year of Ascendancy at 03:08 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Forgotten one Mir the Ogre Writhing One level 10
18th Dusk 122nd year of Ascendancy at 17:34 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Forgotten one Mir the Ogre Writhing One level 20
22nd Regrowth 123rd year of Ascendancy at 19:38 see stats
Level 30 (Insane (Adventure) difficulty)
Got a character to level 30.By Forgotten one Mir the Ogre Writhing One level 30
61st Pyre 123rd year of Ascendancy at 11:49 see stats
Rescuer of the lost (Insane (Adventure) difficulty)
Rescued the merchant from the assassin lord.By Forgotten one Mir the Ogre Writhing One level 17
49th Haze 122nd year of Ascendancy at 02:26 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Forgotten one Mir the Ogre Writhing One level 29
33rd Pyre 123rd year of Ascendancy at 14:53 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Forgotten one Mir the Ogre Writhing One level 6
77th Pyre 122nd year of Ascendancy at 12:50 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Forgotten one Mir the Ogre Writhing One level 9
15th Dusk 122nd year of Ascendancy at 12:37 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Forgotten one Mir the Ogre Writhing One level 26
5th Pyre 123rd year of Ascendancy at 23:56 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Forgotten one Mir the Ogre Writhing One level 18
73rd Haze 122nd year of Ascendancy at 15:47 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Forgotten one Mir the Ogre Writhing One level 30
68th Pyre 123rd year of Ascendancy at 06:42 see stats
Log
Deadly Poison from Aerama the corrupted protoplasmic controller hits Forgotten one Mir for 22 nature damage.
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Forgotten one Mir uses Power of the Oldschool.
Forgotten one Mir unleashes the fury of oldschoolness.
Aerama the corrupted protoplasmic controller uses Acidfire.
Aerama the corrupted protoplasmic controller hits Forgotten one Mir for 9 physical damage.
Tentacle Constriction from Forgotten one Mir hits Aerama the corrupted protoplasmic controller for 151 darkness, 9 arcane (161 total damage).
Forgotten one Mir receives 198 healing.
Deadly Poison from Aerama the corrupted protoplasmic controller hits Forgotten one Mir for 26 nature damage.
Aerama the corrupted protoplasmic controller's Acidfire cloud hits Forgotten one Mir for 19 acid damage.
--------------------------------
Forgotten one Mir is confused and fails to use Infusion: Regeneration.
Aerama the corrupted protoplasmic controller performs a melee critical strike against Forgotten one Mir!
Forgotten one Mir shrugs off the critical damage!
Forgotten one Mir is dazed!
Forgotten one Mir is not dazed anymore.
Aerama the corrupted protoplasmic controller hits Forgotten one Mir for 13 physical, 143 physical, 118 physical (274 total damage).
Forgotten one Mir hits Aerama the corrupted protoplasmic controller for 24 darkness, 13 fire, 33 darkness, 11 fire (82 total damage).
Tentacle Constriction from Forgotten one Mir hits Aerama the corrupted protoplasmic controller for 188 darkness, 6 arcane (194 total damage).
Deadly Poison from Aerama the corrupted protoplasmic controller hits Forgotten one Mir for 48 nature damage.
Forgotten one Mir deactivates Constrict.
Aerama the corrupted protoplasmic controller is free from the tentacle constriction.
Aerama the corrupted protoplasmic controller's Acidfire cloud hits Forgotten one Mir for 22 acid damage.
--------------------------------
Forgotten one Mir uses Infusion: Regeneration.
Forgotten one Mir starts regenerating health quickly.
Saving game...






























































































































