Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines 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: 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: 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:
Select your Escorts 1.7.0Allows 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. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) 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: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Arcane Blade |
Level / Exp | 36 / 41% |
Size | medium |
Lifes / Deaths | Killed by Emelyriwen the gwelgoroth at level 36 on the 9th Pyre 123rd year of Ascendancy at 02:24 / 1 |
Primary Stats
Strength | 39 (base 13) |
Dexterity | 33 (base 16) |
Constitution | 18 (base 10) |
Magic | 119 (base 60) |
Willpower | 35 (base 21) |
Cunning | 80 (base 60) |
Resources
Life | -49/1034 |
Mana | 122/483 |
Stamina | 210/268 |
Steam | 100/100 |
Healing Factor | 1.2211363549268 |
Regeneration | 27.170283897122 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +1.9984014443253E-12% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 41.029297776136 |
See Invisible | 41.029297776136 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 55 |
Accuracy | 34 |
Crit Chance | 30% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 77 |
Crit Chance | 60% |
Speed | 1 |
Offense: Mind
Mindpower | 52 |
Crit Chance | 34% |
Speed | 1 |
Offense: Damage Bonus
Acid | +12% |
Nature | +13% |
Lightning | +46% |
Cold | +7% |
Arcane | +11% |
Fire | +7% |
All | 0% |
Offense: Damage Penetration
Arcane | +34% |
Lightning | +25% |
Defense: Base
Armour (hardiness) | 81.500000000001 (43.579428603723%) |
Defense | 34 |
Ranged Defense | 34 |
Fatigue | 0 |
Physical Save | 25 |
Spell Save | 39 |
Mental Save | 32 |
Defense: Resistances
Acid | + 62%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 41%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 4%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 20%( 70%) |
Nature | + 46%( 70%) |
Defense: Immunities
Stun Resistance | 55% |
Confusion Resistance | 39% |
Poison Resistance | 40% |
Disarm Resistance | 90% |
Teleport Resistance | 20% |
Silence Resistance | 87% |
Pinning Resistance | 0% |
Instadeath Resistance | 100% |
Knockback Resistance | 10% |
Inscriptions (5/5)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 28 up to 4 times. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 147 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -748 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1531 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 695 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1522% for 10 turns (0 total) and instantly restoring 76 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Magic stat. |
Class Talents
Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Spell / Air | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Magic by +5. | done |
You failed to protect the injured seer from death by arcane amplification drone. Escort: injured seer (level 5 of Dreadfell) | failed |
You failed to protect the lone alchemist from death by snow giant thunderer. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost defiler (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 8 of Dreadfell. Escort: lost defiler (level 8 of Dreadfell)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 422. | 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. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed ice ant stinger. * You've found the needed wretchling eyeball. Marus of Elvala has completed an elixir of the savior without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of bone giant dust. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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! | 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 within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. In the aftermath you turned against the Grand Corruptor and dispatched him. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Thundergrit (0 def, 4 armour) Thundergrit (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Con dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +25% lightning ----- def ----- Armour +4 Fatigue +3% Resists +21% acid +6% darkness Silence- +37% Confus- +29% Stun/Frz- +31% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Siluyanne the alchemist's lamp Siluyanne the alchemist's lamp1.0 T3 lite [Random Unique] Nature/Psionic While equipped: Stats +5 Wil dps ---------- Phys.crit +4.0% Mind.crit +9% Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Mind.pwr +7 (+3 eff.) Dmg.mod +6% acid On Hit (Melee): * 10% chance to reduce armor by 44% ----- def ----- Resists +21% acid Mind.save +5 (+3 eff.) Max.HP +58.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Ariwyn the hardened leather cap (0 def, 11 armour) Ariwyn the hardened leather cap (0 def, 11 armour) 2.0 T3 head armor [Rare] Master While equipped: Stats +2 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +15 (+3 eff.) Res.pen +25% arcane Apr +4 ----- def ----- Armour +11 Fatigue +3% Silence- +40% ---------- misc Stam/turn +3.00 Infravis +3 A cap made of leather. |
Tool | Urthogen [power 3] (22 cooldown) =clear mind, multi= Urthogen [power 3] (22 cooldown) =clear mind, multi=2.0 T3 torque charm [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Mind.crit +3% Crit.mult +15.00% Mind.pwr +30 (+10 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +2.00 Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to reduce fatigue by 36% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Wheel of Fate Wheel of Fate0.1 T5 ring jewelry [Unique] Arcane While equipped: Stats +10 Str +2 Mag +3 Wil +2 Cun dps ---------- Dmg.mod +13% nature ----- def ----- Armour +12 Resists +26% nature Crit.chn- 10.00% Max.HP +84.00 HP.reg +13.00 Heal.mod +15% 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? |
On fingers | Mardorig the copper ring =24 stun= Mardorig the copper ring =24 stun=0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Resists +9% cold +5% arcane +9% darkness Phys.save +6 (+3 eff.) HP.reg +2.00 Poison- +20% Stun/Frz- +24% Rings make your fingers look great! |
Around waist | Bleakterror Bleakterror 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 26% ----- def ----- Armour +6 Fatigue -16% Resists +5% arcane +4% physical Crit.chn- 15.00% Max.HP +34.00 ---------- misc Max.enc +40 A belt that goes around your waist. |
In main hand | cruel elven-wood magestaff of might (55.1 damage (129% power), 1.2x range, 5 apr, lightning element) cruel elven-wood magestaff of might (55.1 damage (129% power), 1.2x range, 5 apr, lightning element)5.0 T4 staff 2H weapon [Ego] Arcane/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +19% Crit.mult +14.00% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour) 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+3 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Disarm- +90% ---------- misc Talents +4 Iron Grip Unarmed combat: Power 126% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 83% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
Main armor | Scale Mail of Kroltar (10 def, 34 armour) Scale Mail of Kroltar (10 def, 34 armour) 14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con dps ---------- Melee Ret 40 physical ----- def ----- Armour +34 Defense +10 (+5 eff.) Fatigue +17% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 43 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 34.07 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Cloak | Cyrera (22 def, 8 armour) Cyrera (22 def, 8 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: dps ---------- Spell.crit +5% Crit.mult +10.00% Spell.pwr +7 (+1 eff.) Dmg.mod +11% arcane Res.pen +9% arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 33 ----- def ----- Armour +8 Defense +22 (+9 eff.) Resists +6% lightning +6% temporal Spell.save +6 (+2 eff.) HP.reg +4.00 Poison- +20% Teleport- +20% ---------- misc Max.mana +48.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Bregolen Bregolen0.1 T4 amulet jewelry [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Crit.mult +16.00% Spell.pwr +6 (+1 eff.) Dmg.mod +6% acid +7% fire +7% cold +6% lightning Acc +8 (+4 eff.) Apr +14 ----- def ----- Fatigue -8% Resists +6% temporal Phys.save +6 (+3 eff.) HP.reg +3.00 Silence- +10% Confus- +10% Knockbk- +10% Amulets make your neck look great! |
Inventory
Elixir of Foundations Elixir of Foundations0.0 potion [Plot Item] Nature Grant you two additional generic talent points. A vial of murky white fluid. |
regeneration infusion (heal 270; 12 cd) regeneration infusion (heal 270; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 270 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
schematic: Air Recycler schematic: Air Recycler0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Razor Edge schematic: Razor Edge0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Silver Filigree schematic: Silver Filigree0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper ring 'Fulosin' =20 multi= copper ring 'Fulosin' =20 multi=0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str +8 Dex +5 Cun dps ---------- Crit.mult +20.00% Dmg.mod +6% physical Acc +7 (+3 eff.) ----- def ----- Armour +4 ---------- misc Max.stam +30.00 Rings make your fingers look great! |
sneakthief's steel ring of life =6 dex= sneakthief's steel ring of life =6 dex=0.1 T2 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Cun +6 Dex dps ---------- Acc +7 (+3 eff.) ----- def ----- Max.HP +45.00 HP.reg +9.00 Heal.mod +12% Rings make your fingers look great! |
steel ring 'Porussra' steel ring 'Porussra'0.1 T2 ring jewelry [Rare] Arcane While equipped: ----- def ----- Armour +6 Resists +4% physical +6% temporal Crit.chn- 15.00% Max.HP +40.00 Heal.mod +15% Blind- +29% Cut- +20% Disarm- +10% ---------- misc Infravis +4 See.Stealth +11 See.Invis +13 Rings make your fingers look great! |
Meruidor the Magmahunt =31 stun= Meruidor the Magmahunt =31 stun=0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +15 (+5 eff.) Res.pen +20% physical Acc +10 (+5 eff.) Melee Ret 4 physical ----- def ----- Resists +3% fire HP.reg +3.00 Stun/Frz- +31% ---------- misc Stam/turn +2.00 Rings make your fingers look great! |
Ivuma the ash magestaff (47.2 damage (111% power), 1.2x range, 3 apr, cold element) Ivuma the ash magestaff (47.2 damage (111% power), 1.2x range, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +16 (+3 eff.) Dmg.mod +9% arcane +15% cold Res.pen +15% arcane ----- def ----- Resists +6% acid +3% physical +6% light +15% temporal Spell.save +15 (+5 eff.) Silence- +20% ---------- misc Mana/turn +0.22 Max.mana +58.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood starstaff 'Xeredhekira' (59.1 damage (138% power), 1.2x range, 5 apr, darkness element) =9 con= elven-wood starstaff 'Xeredhekira' (59.1 damage (138% power), 1.2x range, 5 apr, darkness element) =9 con=5.0 T4 staff 2H weapon [Random Unique] Arcane Power 138% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +1 Str +9 Mag +7 Cun +9 Con dps ---------- Spell.crit +4% Crit.mult +17.00% Spell.pwr +16 (+3 eff.) Dmg.mod +31% darkness ---------- misc Mana/turn +0.18 N.En/turn +0.20 Vim/s.crit +7.00 Max.mana +50.00 Max.vim +36.00 Max.N.En +28.00 Light +3 See.Invis +12 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Shantiz the Stormblade (27.7 damage (111% power), 1.3x range, 20 apr) =20 dex= Shantiz the Stormblade (27.7 damage (111% power), 1.3x range, 20 apr) =20 dex=1.0 T3 dagger 1H weapon [Unique] Nature Power 111% Range: 1.3x Uses 100% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) 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. |
Swordbreaker (41.6 damage (129% power), 1.3x range, 20 apr) =8 dex= Swordbreaker (41.6 damage (129% power), 1.3x range, 20 apr) =8 dex=1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+7 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Alugund the steel steamsaw (27.9 damage (66% power), 1.5x range, 0 apr) Alugund the steel steamsaw (27.9 damage (66% power), 1.5x range, 0 apr)3.0 T2 steamsaw 1H weapon [Rare] Nature/Steamtech Power 104% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +26 On Crit.r2 +22 fire Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Crit.mult +30.00% All.spd +3% Res.pen +10% fire Apr +6 ----- def ----- Armour +3 Defense +14 (+6 eff.) Fatigue +6% Phys.save +6 (+3 eff.) ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
quiver of ash arrows 'Korydur' (15/15, 39.7 damage (140% power), 1.4x range, 7 apr) quiver of ash arrows 'Korydur' (15/15, 39.7 damage (140% power), 1.4x range, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 140% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +15.5% Capacity 15 Ranged+ +20 mind On Crit.r2 +20 mind On Hit: * 20% chance to reduce all saves and defense by 32 On Crit: * Wound the target dealing 162 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Bregahell (0 def, 4 armour, 39.5 block) Bregahell (0 def, 4 armour, 39.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Mag +3 Con dps ---------- Crit.mult +20.00% Mind.pwr +30 (+10 eff.) Melee+ 7 fire Res.pen +10% mind +25% acid Melee Ret 5 fire ----- def ----- Armour +4 Fatigue +8% ---------- misc Psi/ret +0.08 Hate/m.crit +2.00 Talents +1 Block Handheld deflection devices. |
Glarebringer the steel shield (0 def, 4 armour, 35.5 block) Glarebringer the steel shield (0 def, 4 armour, 35.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Cun +4 Mag dps ---------- Dmg.mod +13% light +13% darkness Res.pen +15% blight +25% mind +10% arcane +10% light ----- def ----- Armour +4 Fatigue +8% Resists +13% light +14% darkness ---------- misc Mana/turn +0.12 Mana/s.crit +2.00 Vim/s.crit +2.00 Talents +1 Block Handheld deflection devices. |
The Untouchable (14 def, 12 armour) 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. |
Wind's Whisper (4 def, 0 armour) =30 silence= Wind's Whisper (4 def, 0 armour) =30 silence=2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 22% chance to evade melee and ranged attacks and 12 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
Betimiwe the dwarven-steel gauntlets (0 def, 2 armour) Betimiwe the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Crit.mult +10.00% Dmg.mod +7% arcane Acc +5 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +9% nature +27% cold Max.HP +80.00 Stun/Frz- +20% Knockbk- +20% Unarmed combat: Power 117% Range: 1.4x Uses 40% Str, 40% Cun, 40% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% Melee+ +7 arcane On Crit.r2 +11 arcane Metal gloves protecting the hands up to the middle of the lower arm. |
Ebonyblood (0 def, 3 armour) =6 str= Ebonyblood (0 def, 3 armour) =6 str=2.0 T3 head armor [Rare] Master While equipped: Stats +6 Str +7 Dex dps ---------- Dmg.mod +6% nature Melee Ret 4 darkness ----- def ----- Armour +3 Fatigue +3% Resists +3% lightning +3% darkness +3% blight +15% cold +3% light Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 185.4 Physical damage. If the attack hits, the target is confused (35% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
Elenozor the iron helm (0 def, 3 armour) =water= Elenozor the iron helm (0 def, 3 armour) =water=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Wil dps ---------- Phys.crit +1.0% Crit.mult +5.00% Phys.pwr +15 (+5 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% cold ---------- misc Stam/turn +1.00 Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) 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. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
3 agate 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. |
8 spinel 8 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. |
7 ametrine 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. |
5 citrine 5 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. |
8 zircon 8 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. |
5 aquamarine 5 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. |
5 opal 5 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. |
6 topaz 6 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. |
4 amethyst 4 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 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. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 garnet 5 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 quartz 4 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 jade 2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 amber 2 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus 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. |
453 alchemist agate 453 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. |
Automated Portable Extractor Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Rungof's Fang 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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Anamas (dig speed 8 turns) =5 str= Anamas (dig speed 8 turns) =5 str=3.0 T3 digger tool [Random Unique] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +3% mind Res.pen +10% arcane ----- def ----- Fatigue -6% Resists +5% arcane +6% fire +7% darkness +9% mind Max.HP +31.00 ---------- misc Max.stam +23.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest 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 Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
iron torque of mindblast [power 110] (13 cooldown) =silence= iron torque of mindblast [power 110] (13 cooldown) =silence=2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 110 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown Torques are made by powerful psionics to store psionic powers. |
Polanne [power 175] (13 cooldown) Polanne [power 175] (13 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +18% nature Phys.save +6 (+3 eff.) Heal.mod +20% Confus- +20% Teleport- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Blast the opponent's mind dealing 175 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Belumnir the dwarven-steel torque of gale force [power 245] (13 cooldown) Belumnir the dwarven-steel torque of gale force [power 245] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: Stats +3 Str +3 Con dps ---------- Mind.crit +3% Crit.mult +20.00% ----- def ----- Crit.chn- 10.00% Mind.save +9 (+5 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +10.00 Project a gust of wind in a cone knocking all creatures back 9 spaces and dealing 245 physical damage Puts all charms on 13 cooldown 100% to increase the duration of 2 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
Faloblek the Rainoozer [power 110] (13 cooldown) Faloblek the Rainoozer [power 110] (13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Acc +10 (+5 eff.) Melee Ret 10 cold ----- def ----- Armour +2 Resists +3% nature Phys.save +3 (+2 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 32 lightning damage and will be dazed for 1 turn (160 total damage) Puts all charms on 13 cooldown 100% to reduce fatigue by 20% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Bleakguile the ash wand of shielding [power 218] (17 cooldown) Bleakguile the ash wand of shielding [power 218] (17 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness Melee Ret 10 darkness On Hit (Melee): * 20% chance to slow global speed by 59% * 20% chance to reduce damage dealt by 26% ----- def ----- Resists +6% lightning +20% darkness Create a shield absorbing up to 218 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 59. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Zubeyawen the ash wand of conjuration [power 165] (13 cooldown) =9 dex= Zubeyawen the ash wand of conjuration [power 165] (13 cooldown) =9 dex=2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Str +9 Dex +4 Cun ---------- misc Infravis +3 Fire a magical bolt dealing 185 acid damage Puts all charms on 13 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. |
Achievements
By Lightrog the Doomelf Arcane Blade level 32
2nd Allure 123rd year of Ascendancy at 22:35 see stats
By Lightrog the Doomelf Arcane Blade level 34
39th Regrowth 123rd year of Ascendancy at 09:58 see stats
By Lightrog the Doomelf Arcane Blade level 34
37th Regrowth 123rd year of Ascendancy at 07:21 see stats
By Lightrog the Doomelf Arcane Blade level 29
78th Haze 122nd year of Ascendancy at 16:47 see stats
By Lightrog the Doomelf Arcane Blade level 10
4th Flare 122nd year of Ascendancy at 06:34 see stats
By Lightrog the Doomelf Arcane Blade level 30
8th Decay 122nd year of Ascendancy at 22:20 see stats
By Lightrog the Doomelf Arcane Blade level 23
61st Dusk 122nd year of Ascendancy at 11:41 see stats
By Lightrog the Doomelf Arcane Blade level 6
78th Pyre 122nd year of Ascendancy at 21:12 see stats
By Lightrog the Doomelf Arcane Blade level 28
77th Dusk 122nd year of Ascendancy at 04:45 see stats
By Lightrog the Doomelf Arcane Blade level 10
3rd Mirth 122nd year of Ascendancy at 06:03 see stats
By Lightrog the Doomelf Arcane Blade level 20
42nd Dusk 122nd year of Ascendancy at 07:58 see stats
By Lightrog the Doomelf Arcane Blade level 30
2nd Decay 122nd year of Ascendancy at 03:22 see stats
By Lightrog the Doomelf Arcane Blade level 28
21st Haze 122nd year of Ascendancy at 07:42 see stats
By Lightrog the Doomelf Arcane Blade level 26
71st Dusk 122nd year of Ascendancy at 22:17 see stats
By Lightrog the Doomelf Arcane Blade level 15
22nd Dusk 122nd year of Ascendancy at 13:11 see stats
By Lightrog the Doomelf Arcane Blade level 29
79th Haze 122nd year of Ascendancy at 11:22 see stats
By Lightrog the Doomelf Arcane Blade level 10
4th Mirth 122nd year of Ascendancy at 20:27 see stats
By Lightrog the Doomelf Arcane Blade level 35
57th Regrowth 123rd year of Ascendancy at 14:08 see stats
By Lightrog the Doomelf Arcane Blade level 34
37th Regrowth 123rd year of Ascendancy at 07:20 see stats
By Lightrog the Doomelf Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 14:20 see stats
By Lightrog the Doomelf Arcane Blade level 21
44th Dusk 122nd year of Ascendancy at 17:38 see stats
By Lightrog the Doomelf Arcane Blade level 15
16th Dusk 122nd year of Ascendancy at 07:26 see stats
By Lightrog the Doomelf Arcane Blade level 33
35th Regrowth 123rd year of Ascendancy at 19:33 see stats
Log
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Your summoned arcane amplification drone disappears.
Lightrog resists!
Lightrog teleports some damage to Something!
Thunderstorm hits Lightrog for (80 teleported), 0 lightning (0 total damage).
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Lightrog casts Lightning.
Lightrog's spell attains critical power!
Lightrog hits Something for 232 lightning damage.
Thunderstorm hits Lightrog for 52 lightning damage.
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Lightrog casts Teleport.
Lisilrata the gwelgoroth casts Epidemic.
Lightrog shrugs off Lisilrata the gwelgoroth's 'Epidemic'!
Emelyriwen the gwelgoroth casts Lightning.
Emelyriwen the gwelgoroth hits Lightrog for 59 lightning damage.
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Lisilrata the gwelgoroth casts Drain.
The fabric of space around Lightrog stabilizes to normal.
Lightrog shrugs off Lisilrata the gwelgoroth's 'Weakness Disease'!
Lightrog teleports some damage to Lisilrata the gwelgoroth!
Lisilrata the gwelgoroth hits Lightrog for (139 teleported), 24 blight (24 total damage).
Lisilrata the gwelgoroth hits Something for 139 teleported damage.
Emelyriwen the gwelgoroth uses Shattering Shout.
Emelyriwen the gwelgoroth hits Lightrog for 638 physical damage.
Lightrog the level 36 doomelf arcane blade was swiped to death by Emelyriwen the gwelgoroth on level 2 of Tempest Peak.