











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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.
Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Better Item Description 1.7.2This 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 Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Items Vault 1.7.0Donators/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 | Insane Roguelike |
| Sex | Female |
| Race | Doomelf |
| Class | Sun Paladin |
| Level / Exp | 23 / 70% |
| Size | medium |
| Lifes / Deaths | Killed by Cyrylethra the giant lightning ant at level 23 on the 51st Dusk 122nd year of Ascendancy at 20:05 / 1 |
Primary Stats
| Strength | 51 (base 53) |
| Dexterity | 19 (base 10) |
| Constitution | 24 (base 20) |
| Magic | 60 (base 37) |
| Willpower | 15 (base 10) |
| Cunning | 25 (base 10) |
Resources
| Life | -22/589 |
| Mana | 137/257 |
| Stamina | 170/178 |
| Positive | 14/116 |
| Healing Factor | 1.2172674059366 |
| Regeneration | 14.546345500942 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 14 |
| Infravision | 3 |
| See Invisible | 7 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 85 |
| Accuracy | 33 |
| Crit Chance | 36% |
| APR | 19 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +49% |
| Nature | +6% |
| Blight | +5% |
| Cold | +9% |
| Fire | +9% |
| All | 0% |
Offense: Damage Penetration
| Light | +17% |
| Acid | +10% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 42.551211628464 (73.607947236566%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 43 |
| Physical Save | 26 |
| Spell Save | 23 |
| Mental Save | 23 |
Defense: Resistances
| Nature | + 23%( 70%) |
| Lightning | + 23%( 70%) |
| Light | + 56%( 70%) |
| Darkness | + 32%( 70%) |
| Blight | + 9%( 70%) |
| Acid | + 6%( 70%) |
| Cold | + 42%( 70%) |
| All | + 3%( 70%) |
Defense: Immunities
| Silence Resistance | 24% |
| Bleed Resistance | 0% |
| Confusion Resistance | 95% |
| Stun Resistance | 62% |
| Instadeath Resistance | 100% |
| Blind Resistance | 88% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 166 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 35 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 Willpower stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 583% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Stone Touch (+1 level(s)). | 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 |
Escort the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest) | active |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Track (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed hummerhorn wing. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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 honey tree root. * You've found the needed bear paw. | active |
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 |
Equipment
| On feet | Cloudking (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: Stats +3 Dex ----- def ----- Armour +3 Resists +12% lightning +6% blight Crit.dmg- 15.00% Silence- +24% Confus- +25% Stun/Frz- +32% ---------- misc Light +3 A pair of boots made of leather. |
| Light source | Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(60 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
| On hands | dwarven-steel gauntlets 'Tarrydemas' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun dps ---------- Phys.crit +9.0% Spell.crit +5% Mind.crit +12% Crit.mult +7.00% ----- def ----- Armour +2 Fatigue +3% Resists +3% acid Confus- +20% ---------- misc Max.hate +6.00 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. |
| Tool | yew wand of conjuration 'Icepierce' [power 270] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% fire +9% cold Res.pen +5% fire ----- def ----- Resists +3% cold Fire a magical bolt dealing 270 lightning damage Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to reduce fatigue by 36% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Melee+ 18 light Ranged+ 18 light Dmg.mod +15% light ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
| On fingers | sneakthief's steel ring of luminosity0.1 T2 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +5 Cun dps ---------- Melee+ 17 light Ranged+ 14 light Dmg.mod +11% light Acc +7 (+3 eff.) Rings make your fingers look great! |
| Around neck | vitalizing copper amulet of vision0.1 T1 amulet jewelry [Ego++] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +7 (+4 eff.) Max.HP +37.00 HP.reg +2.00 Blind- +15% ---------- misc Infravis +3 Sight +2 See.Invis +7 Amulets make your neck look great! |
| In main hand | Corpathus (40-56 power, 12 apr)3.0 T4 longsword 1H weapon [Unique] Master/Unknown Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +14.0% Atk.spd 100% Melee+ +18 draining blight On Crit: * grows in power On Kill: * grows dramatically in power While equipped: dps ---------- Crit.mult +16.00% Dmg.mod +5% blight ----- def ----- Cut- -25% ---------- misc Max.vim +20.00 Thick straps encircle this blade. Jagged edges like teeth travel down the blade, bisecting it. It fights to overcome the straps, but lacks the strength. |
| Around waist | Emevea the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% lightning Crit.dmg- 15.00% Max.HP +44.00 HP.reg +4.00 Confus- +20% ---------- misc Equi/ret +0.08 A belt that goes around your waist. |
| In off hand | Wrathroot's Barkwood (9 def, 10 armour, 28-39 power, 60 block)7.0 T2 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 28.0 - 39.2 Physical Uses 150% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% Block +60 While equipped: ----- def ----- Armour +10 Defense +9 (+4 eff.) Fatigue +14% Resists +20% cold +20% darkness +20% nature ---------- misc Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
| Cloak | Destala's Scales (10 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +6 Cun dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +15% acid Res.pen +10% acid ----- def ----- Defense +10 (+5 eff.) ---------- misc Masteries +0.20 Wild-gift/Venom drake aspect On Nature Hit: 10% Acidic Spray 2 Dissolve: Level 2.4 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You strike the enemy with a rain of fast, acidic blows. You strike four times for pure acid damage. Every blow does 45% damage. Every two talent levels, one of your strikes becomes blinding acid instead of normal acid, blinding the target 25% of the time if it hits. Each point in acid drake talents also increases your acid resistance by 1%. This talent will also attack with your shield, if you have one equipped. This cloak is made from the scales of an infamous Venom Drake that terrorized the country side towards the end of the Age of Dusk. It was slain by a party led by Kestin Highfin, who had this cloak fashioned personally. |
| Main armor | Bilemire the steel plate armour (5 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% nature Melee Ret 2 temporal On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +22% Resists +17% cold Mind.save +13 (+7 eff.) HP.reg +2.70 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
Inventory
healing infusion of the titan (heal 120; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 120 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 25%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
shatter afflictions rune of the psychic (absorb 35; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed 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 35 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the duelist (range 44; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 44 with a minimum range of 15. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Eclipsesquall the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +10 Die.at -60.00 life Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 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... |
insulating copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
starlit copper amulet of mastery (0.11 Celestial / Sun)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% light +10% darkness Blind- +21% ---------- misc Masteries +0.11 Celestial/Sun Amulets make your neck look great! |
steel amulet 'Xanelebeth'0.1 T2 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Dex +4 Mag +6 Wil +4 Cun +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Mov.spd +10% Phys.spd +10% Dmg.mod +7% physical Melee Ret 2 blight ----- def ----- Fatigue -5% Resists +3% blight HP.reg +3.00 ---------- misc Stam/turn +0.40 Amulets make your neck look great! |
wanderer's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +3 Dex +3 Mag +6 Cun +4 Con dps ---------- S.pwr/crit +4 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +3.00 ---------- misc Stam/turn +0.30 Mana/turn +0.26 Max.mana +20.00 Amulets make your neck look great! |
Glintmonster the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 8 physical Ranged+ 9 physical Res.pen +10% light Melee Ret 10 light On Hit (Melee): * 11% chance to reduce all saves and defense by 16 On Hit (Ranged): * 11% chance to reduce all saves and defense by 16 ----- def ----- Resists +9% lightning +9% acid ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
marksman's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+4 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +22% Rings make your fingers look great! |
psionicist's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Blind- +23% ---------- misc Infravis +3 See.Stealth +6 See.Invis +5 Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +9 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
titan's copper ring of frost (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of luminosity0.1 T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Mag dps ---------- Melee+ 10 light Ranged+ 16 light Dmg.mod +11% light ----- def ----- Armour +6 Rings make your fingers look great! |
wizard's steel ring0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +6 Mag ----- def ----- Spell.save +12 (+6 eff.) Rings make your fingers look great! |
Neryth the dwarven-steel mace (34-48 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Nature/Master/Psionic Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 1 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +12 Con +6 Wil dps ---------- Acc +15 (+7 eff.) ----- def ----- Armour +6 Defense +5 (+2 eff.) Die.at -20.00 life Max.HP +24.00 Blunt and deadly. |
Toragen the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Dex +3 Con dps ---------- Res.pen +5% mind ----- def ----- Resists +6% lightning +5% temporal ---------- misc Max.psi +10.00 Infravis +1 A belt that goes around your waist. |
nightruned rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight +6% light +6% darkness The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Blindgore the linen cloak (1 def, 0 armour) =pen 10=2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Dmg.mod +6% light Res.pen +10% light Melee Ret 2 fire ----- def ----- Defense +1 (+0 eff.) ---------- misc Infravis +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Ivatira the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +1 Str ----- def ----- Defense +1 (+0 eff.) Resists +6% blight +1% physical +6% temporal Max.HP +34.00 ---------- misc Infravis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerorin the cashmere robe (0 def, 0 armour)2.0 T3 cloth armor [Rare] Nature While equipped: Stats +1 Wil +5 Con dps ---------- Dmg.mod +13% nature ----- def ----- Resists +9% acid +9% mind +5% arcane +11% all Poison- +29% Disease- +26% ---------- misc Max.hate +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Frigidwend the pair of rough leather boots (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Dmg.mod +6% cold ----- def ----- Armour +5 Resists +3% mind Max.HP +40.00 Heal.mod +5% Disease- +10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 77% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. A pair of boots made of leather. |
pair of hardened leather boots 'Sunsweep' (6 def, 3 armour) =pen 10=2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +8 Dex +3 Mag dps ---------- Dmg.mod +9% nature Res.pen +13% temporal +12% darkness +10% light Melee Ret 4 light ----- def ----- Armour +3 Defense +6 (+3 eff.) Resists +10% temporal +12% darkness +9% light Def/telep +17 Res/telep +10% Dur/telep +13% ---------- misc Spell.cld 10% A pair of boots made of leather. |
pair of rough leather boots 'Zubobrewyn' (0 def, 1 armour) =con 5=2.0 T1 feet armor [Rare] Master While equipped: Stats +5 Con ----- def ----- Armour +1 Crit.dmg- 15.00% ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
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 180.09 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. |
stone warden's rough leather gloves (0 def, 8 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +6 Con ----- def ----- Armour +8 Hardiness +5% Resists +5% physical 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. |
Gorathel (0 def, 7 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Armour +7 Fatigue +3% Resists +5% nature +3% mind Spell.save +3 (+1 eff.) Max.HP +40.00 Heal.mod +10% ---------- misc Infravis +3 A cap made of leather. |
dwarven-steel helm 'Malydas' (0 def, 8 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Crit.mult +25.00% Phys.pwr +7 (+2 eff.) Res.pen +10% mind Melee Ret 10 mind ----- def ----- Armour +8 Fatigue +4% Resists +8% physical Phys.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashripper the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Cun +3 Wil dps ---------- Crit.mult +10.00% Mind.pwr +20 (+10 eff.) Dmg.mod +9% light Res.pen +10% mind ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +3% acid Mind.save +10 (+5 eff.) Die.at -40.00 life A suit of armour made of mail. |
radiant iron plate armour of the deep (0 def, 8 armour) =water=17.0 T1 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +8 Fatigue +22% Resists +6% acid +6% cold +10% darkness +11% blight Disease- +15% ---------- misc Light +1 Breathe water A suit of armour made of metal plates. It was changed by the digestive sack. |
wrathful iron shield (0 def, 2 armour, 9-11 power, 19.5 block)7.0 T1 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 9.0 - 10.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +2.5% Block +20 On Crit.r2 +11 light +13 fire While equipped: dps ---------- On shield block: * Deals 104 light and fire damage to each enemy blocked ----- def ----- Armour +2 Fatigue +8% Resists +6% light +6% fire ---------- misc Talents +1 Block Handheld deflection devices. |
3 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. |
95 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. |
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. |
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. |
2 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. |
dwarven-steel pickaxe 'Salima' (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +3 Dex +3 Con dps ---------- Mind.crit +2% Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +9% physical Melee Ret 8 mind ----- def ----- Defense +5 (+2 eff.) While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Betymira' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% Resists +6% blight Crit.dmg- 5.00% Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
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. |
Ameldil the Blastpierce2.0 T1 lite [Rare] Arcane While equipped: Stats +2 Cun +1 Wil dps ---------- Res.pen +10% lightning Melee Ret 12 fire ----- def ----- Resists +6% fire ---------- misc Psi/ret +0.04 Max.psi +20.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Bleakcrack the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Melee Ret 2 acid 4 darkness On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Resists +6% blight +6% acid Max.HP +40.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Frigidbile2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +6% cold +6% fire Max.HP +42.00 Blind- +10% Cut- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Layuyana the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +1.0% Dmg.mod +6% blight Acc +30 (+12 eff.) ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Murkwinter the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind Res.pen +10% mind Melee Ret 8 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Resists +5% arcane Mind.save +3 (+2 eff.) Max.HP +45.00 ---------- misc Equi/ret +0.16 Light +4 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 99.83 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 99.83 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. |
Umbraphage0.0 T3 lite [Unique] Psionic While equipped: dps ---------- Mind.pwr +10 (+5 eff.) Dmg.mod +15% light +15% darkness Res.pen +10% darkness ----- def ----- Resists +20% darkness Affinity +20% darkness Mind.save +10 (+5 eff.) ---------- misc Light +10 Masteries +0.20 Cursed/Shadows Absorbs all darkness (power 100, based on Willpower and Cunning) within its light radius, increasing its own brightness. (current charge 173). Release absorbed darkness in a 10 radius cone with a 100% chance to blind (based on lite radius), dealing 127.00 darkness damage (based on Mindpower and charge). Uses 10 power out of 10/10 This lantern of pale white crystal holds a sphere of darkness, that yet emanates light. Everywhere it shines, darkness vanishes entirely. |
brass lantern 'Chargeriver'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Str +1 Dex dps ---------- Dmg.mod +3% lightning +3% nature Melee Ret 6 lightning ----- def ----- Max.HP +44.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
Blazespitter the steel torque of clear mind [power 2] (25 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +25% physical ----- def ----- Resists +27% lightning +5% arcane Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
piercing iron torque of mindblast [power 105] (15 cooldown)2.0 T1 torque charm [Ego+] Psionic Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Freezefist [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +21% cold Melee Ret 8 cold On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +6% cold Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
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. |
Emamira the Cureviper [power 170] (20 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +10% nature ----- def ----- Spell.save +9 (+4 eff.) Create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lustrecast [power 212] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% light ----- def ----- Defense +20 (+10 eff.) Resists +3% lightning +9% fire +6% darkness Knockbk- +10% ---------- misc Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 42 lightning damage and will be dazed for 1 turn (212 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing elm wand of lightning storm [power 116] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered yew wand of conjuration [power 365] (20 cooldown)2.0 T3 wand charm [Ego] Arcane Fire a magical bolt dealing 398 cold damage Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
supercharged elm wand of conjuration [power 130] (18 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 150 acid damage Puts all charms on 18 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
2 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
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Duvalie the Doomelf Sun Paladin level 22
50th Dusk 122nd year of Ascendancy at 02:57 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By Duvalie the Doomelf Sun Paladin level 21
43rd Dusk 122nd year of Ascendancy at 06:11 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Duvalie the Doomelf Sun Paladin level 6
77th Pyre 122nd year of Ascendancy at 05:50 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Duvalie the Doomelf Sun Paladin level 10
4th Mirth 122nd year of Ascendancy at 11:32 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Duvalie the Doomelf Sun Paladin level 20
28th Dusk 122nd year of Ascendancy at 12:18 see stats
Size is everything (Insane (Roguelike) difficulty)
Did over 1500 damage in one attack.By Duvalie the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:31 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By Duvalie the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:31 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Duvalie the Doomelf Sun Paladin level 10
5th Mirth 122nd year of Ascendancy at 22:04 see stats
The bigger the better! (Insane (Roguelike) difficulty)
Did over 3000 damage in one attack.By Duvalie the Doomelf Sun Paladin level 1
74th Pyre 122nd year of Ascendancy at 11:31 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Duvalie the Doomelf Sun Paladin level 10
7th Mirth 122nd year of Ascendancy at 17:27 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Duvalie the Doomelf Sun Paladin level 17
17th Dusk 122nd year of Ascendancy at 00:22 see stats
Log
Searing Sight hits Warg for 12 light damage.
Searing Sight hits Bee swarm for 12 light damage.
Searing Sight hits Cold drake hatchling for 12 light damage.
Searing Sight hits Cold drake hatchling for 12 light damage.
Bleeding from Cyrylethra the giant lightning ant hits Duvalie for 129 physical damage.
LIFE LOST WARNING!
A shield forms around Duvalie.
A shield forms around cold drake hatchling.
Duvalie receives 33 healing from Duvalie's healing light area effect.
Cold drake hatchling receives 30 healing from Duvalie's healing light area effect.
--------------------------------
Duvalie activates Chant of Fortress.
Duvalie stops bleeding.
Duvalie is cured!
Duvalie deactivates Chant of Fortitude.
Duvalie uses Infusion: Movement.
Duvalie is moving at extreme speed!
--------------------------------
Mayatha the wolf shoves Something aside.
--------------------------------
A shield forms around cold drake hatchling.
Cold drake hatchling receives 30 healing from Duvalie's healing light area effect.
Cold drake hatchling receives 30 healing from Duvalie's healing light area effect.
--------------------------------
Duvalie fumbles and fails to use Healing Light, injuring herself!
Your shield crumbles under the damage!
The shield around Duvalie crumbles.














































































































