Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. 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:
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: 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 | Normal Adventure |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 17 / 0% |
Size | big |
Lifes / Deaths | no deaths recorded 5 / 0 |
Primary Stats
Strength | 57 (base 41) |
Dexterity | 44 (base 22) |
Constitution | 45 (base 31) |
Magic | 67 (base 41) |
Willpower | 28 (base 12) |
Cunning | 51 (base 21) |
Resources
Life | 641/641 |
Mana | 221/221 |
Stamina | 164/164 |
Healing Factor | 1.2511689881046 |
Regeneration | 7.8198061756537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 38.891010379467 |
See Invisible | 42.891010379467 |
Offense: Mainhand
Damage | 110 |
Accuracy | 58 |
Crit Chance | 30% |
APR | 6 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +11% |
Arcane | +19% |
All | +7% |
Offense: Damage Penetration
Arcane | +25% |
Defense: Base
Armour (hardiness) | 23.583762591474 (61.954438896676%) |
Defense | 40 |
Ranged Defense | 44 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 36 |
Mental Save | 34 |
Defense: Resistances
Blight | + 28%( 70%) |
Temporal | + 38%( 70%) |
Cold | + 31%( 70%) |
All | + 24%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Stun Resistance | 47% |
Blind Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 254 damage for 4 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 97 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: 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 820% for 10 turns (61 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 30% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Combat techniques | 1.00 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Earth | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Two-handed assault | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Spell / Aegis | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.60 |
| 4/5 |
| 1/5 |
| 3/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
talent | Stone Skin |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shock Hands |
talent | Arcane Feed |
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 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 lost defiler to the recall portal on level 2 of Scintillating Caves. Escort: lost defiler (level 2 of Scintillating Caves)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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed bloated horror heart. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed skeleton mage skull. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed ice ant stinger. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * '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.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | 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 |
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 |
Equipment
On feet | Adenne (0 def, 3 armour) =Fus= Adenne (0 def, 3 armour) =Fus=3.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Cun +1 Con offense ------ Mindpower +5 (+3 eff.) Damage +12% arcane Ignore resists +10% arcane defense ------ Armor +3 Fatigue +2% Physical save +11 (+5 eff.) Mind save +10 (+5 eff.) other ------- EQ when Hit +0.04 Max hate +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | bright brass lantern of health =Light +5= bright brass lantern of health =Light +5=2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +40.00 other ------- Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | thaloren rough leather cap of trickery (0 def, 1 armour) =Fus= thaloren rough leather cap of trickery (0 def, 1 armour) =Fus=2.0 Encumbrance T1 head armor [Ego++] Master While equipped: Stats +2 Dex +2 Wil +2 Cun offense ------ Ignore Armor +4 defense ------ Armor +1 Fatigue +1% Resistance +5% blight Mind save +6 (+3 eff.) A cap made of leather. |
Tool | The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
On fingers | marksman's copper ring of perseverance =FUS= marksman's copper ring of perseverance =FUS=0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +2 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
On fingers | psionicist's steel ring of sensing =FUS2= psionicist's steel ring of sensing =FUS2=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+3 eff.) Blind Resist +20% other ------- Infravision +3 See Stealth +5 See Invisibility +9 Rings make your fingers look great! |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In main hand | enhanced dwarven-steel battleaxe of paradox (138% power, 2 apr) =FUS= enhanced dwarven-steel battleaxe of paradox (138% power, 2 apr) =FUS=3.0 Encumbrance T3 battleaxe 2H weapon [Ego+] Arcane/Nature Weapon Damage 138% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +6.5% Attack Speed 100% On-hit +13 temporal While equipped: Stats +5 Str +7 Dex +7 Mag +7 Wil +6 Cun +9 Con defense ------ Resistance +7% temporal Massive two-handed battleaxes. |
On hands | hardened leather gloves 'Ce'Neldavea' (0 def, 2 armour) =Fus Regen= hardened leather gloves 'Ce'Neldavea' (0 def, 2 armour) =Fus Regen=1.0 Encumbrance T2 hands armor [Rare] Psionic While equipped: Stats +3 Wil +1 Mag offense ------ Ignore resists +15% arcane defense ------ Armor +2 Resistance +12% temporal Crit Resistance 5.00% Life Regen +3.00 other ------- Stamina/turn +1.00 Max stamina +11.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | spellwoven woollen robe of power (0 def, 0 armour) spellwoven woollen robe of power (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Arcane While equipped: offense ------ Spell Crit +2% Spellpower +14 (+5 eff.) Damage +7% all defense ------ Resistance +9% all Spell save +15 (+6 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | thick linen cloak (1 def, 6 armour) =Fus?= thick linen cloak (1 def, 6 armour) =Fus?=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's copper amulet of magic (+4) =FUS= wanderer's copper amulet of magic (+4) =FUS=0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +4 Dex +3 Mag +5 Cun +4 Con offense ------ Move Speed +10% defense ------ Fatigue -4% Life Regen +1.00 other ------- Stamina/turn +0.40 Amulets make your neck look great! |
Inventory
healing infusion of the psychic (heal 106; cd 12) healing infusion of the psychic (heal 106; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 106 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 565%; cd 16) movement infusion of the duelist (speed 565%; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 565% 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 Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 6; phase 18; cd 17) blink rune of the sneak (range 6; phase 18; cd 17)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 6 Cooldown: 17 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; acid, physical, blight, arcane, nature) Prismatic Rune (6 turns; acid, physical, blight, arcane, nature)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 3 blight, 5 arcane, 4 nature Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 65; cd 21) shatter afflictions rune of the psychic (absorb 65; cd 21)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 21 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 65 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. Press to compare to your current inscriptions |
clarifying copper amulet of magic (+2) =Mind Confus= clarifying copper amulet of magic (+2) =Mind Confus=0.1 Encumbrance T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag defense ------ Resistance +11% mind Confus Resist +20% Amulets make your neck look great! |
clarifying copper amulet of strength (+2) =Str= clarifying copper amulet of strength (+2) =Str=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str defense ------ Resistance +10% mind Confus Resist +21% Amulets make your neck look great! |
copper amulet of cunning (+3) =+3 cUn= copper amulet of cunning (+3) =+3 cUn=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun Amulets make your neck look great! |
copper amulet of mastery (0.16 Technique / Magical combat) =???= copper amulet of mastery (0.16 Technique / Magical combat) =???=0.1 Encumbrance T1 amulet jewelry [Ego] Master While equipped: other ------- Masteries +0.16 Technique/Magical combat Amulets make your neck look great! |
The Black Core The Black Core0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
warrior's steel amulet of cunning (+2) warrior's steel amulet of cunning (+2)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun defense ------ Resistance +5% physical other ------- Stamina/turn +0.40 Amulets make your neck look great! |
rogue's copper ring of darkness (+20%) =DARK Cun= rogue's copper ring of darkness (+20%) =DARK Cun=0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+2 eff.) Resistance +20% darkness Rings make your fingers look great! |
titan's copper ring of fire (+20%) =Con 3= titan's copper ring of fire (+20%) =Con 3=0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +10% fire defense ------ Resistance +20% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
titan's steel ring of perseverance =???= titan's steel ring of perseverance =???=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con defense ------ Physical save +4 (+2 eff.) Life Regen +1.00 Stun Resist +21% Rings make your fingers look great! |
magelord's ash magestaff of greater warding (111% power, 3 apr, lightning element) magelord's ash magestaff of greater warding (111% power, 3 apr, lightning element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Physical Crit +7.0% Spell Crit +2% Spellpower +11 (+4 eff.) On-Hit 15 arcane Damage +15% lightning defense ------ Armor +6 Defense +7 (+2 eff.) other ------- Max mana +47.00 Wards +3 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel battleaxe of projection (122% power, 2 apr) acidic steel battleaxe of projection (122% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Critical: * Splash the target with acid dealing 143 damage over 5 turns and reducing armor and accuracy by 18 Massive two-handed battleaxes. |
enhanced steel battleaxe of crippling (122% power, 2 apr) enhanced steel battleaxe of crippling (122% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego++] Nature/Master Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +7 Str +6 Dex +6 Mag +5 Wil +7 Cun +6 Con offense ------ Physical Crit +10.0% Massive two-handed battleaxes. |
flaming steel battleaxe (121% power, 2 apr) flaming steel battleaxe (121% power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Ego] Arcane Weapon Damage 122% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +7 fire Massive two-handed battleaxes. |
Bill's Tree Trunk (136% power, 7 apr) Bill's Tree Trunk (136% power, 7 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Unique] Master Weapon Damage 137% Range: 1.0x-1.7x Uses 130% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +7 Critical Rate +1.5% Attack Speed 100% While equipped: Shattering Blow: Effective talent level: 2.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 13 Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
arcing steel greatmaul of daylight (135% power, 2 apr) arcing steel greatmaul of daylight (135% power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane Weapon Damage 135% Range: 1.0x-1.5x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +9 light Damage Against +16% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Massive two-handed mauls. |
flaming iron greatsword of phasing (112% power, 11 apr) flaming iron greatsword of phasing (112% power, 11 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane Weapon Damage 112% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +11 Critical Rate +2.5% Attack Speed 100% Ignore Shields +16% On-Hit, radius 1 +9 fire Massive two-handed swords. |
arcing steel greatsword of daylight (129% power, 2 apr) arcing steel greatsword of daylight (129% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +12 light Damage Against +10% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Massive two-handed swords. |
arcing steel greatsword of massacre (144% power, 2 apr) arcing steel greatsword of massacre (144% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego] Arcane/Master Weapon Damage 144% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 86 damage Massive two-handed swords. |
River's Fury (125% power, 8 apr) River's Fury (125% power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 126% Range: 1.0x-1.4x Uses 120% Str Damage Physical Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+4 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+2 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 14.39 cold damage and 14.39 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
flaming steel longsword (112% power, 3 apr) flaming steel longsword (112% power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Arcane Weapon Damage 112% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +6 fire Sharp, long, and deadly. |
cured leather sling of cold cured leather sling of cold4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Arcane Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +5 cold While equipped: offense ------ Damage +8% cold Slings are used to hurl stones or metal shots at your foes. |
pouch of steel shots of erosion (21/21, 122% power, 2 apr) pouch of steel shots of erosion (21/21, 122% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 122% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 21 On-ranged-hit +11 nature Shots are used with slings to pummel your foes to death. |
coruscating steel shield of reflection (0 def, 4 armour, 41.5 block) coruscating steel shield of reflection (0 def, 4 armour, 41.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str offense ------ When Hit 7 fire defense ------ Armor +4 Fatigue +8% Resistance +11% fire +12% light +10% darkness other ------- Talents +1 Block Handheld deflection devices. |
dreamer's linen robe of alchemy (0 def, 0 armour) dreamer's linen robe of alchemy (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Arcane/Psionic While equipped: offense ------ Damage +8% acid +6% physical +9% fire +7% cold defense ------ Resistance +10% acid +11% physical +12% darkness +11% fire +11% cold +11% mind +7% all Physical save +11 (+5 eff.) Spell save +12 (+5 eff.) Mind save +21 (+9 eff.) other ------- Cooldown Refit Golem -2 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven linen robe of alchemy (0 def, 0 armour) =Acid Phy Cold Fire= mindwoven linen robe of alchemy (0 def, 0 armour) =Acid Phy Cold Fire=2.0 Encumbrance T1 cloth armor [Ego+] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +2 (+1 eff.) Damage +8% acid +5% physical +6% fire +5% cold defense ------ Resistance +11% acid +11% physical +11% fire +10% cold +7% all Mind save +16 (+7 eff.) other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stormwoven woollen robe of life (0 def, 0 armour) stormwoven woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego++] Nature While equipped: Stats +4 Str +4 Mag +4 Wil offense ------ Damage +5% lightning +9% physical +5% cold defense ------ Resistance +7% lightning +7% cold +5% blight +9% all Life +49.00 Life Regen +1.60 Healmod +14% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
troll-hide rough leather armour (3 def, 2 armour) troll-hide rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +35.00 Life Regen +3.00 Healmod +11% A suit of armour made of leather. |
hardened leather armour of Toknor (9 def, 6 armour) hardened leather armour of Toknor (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego+] Master While equipped: offense ------ Physical Crit +3.0% Critical power +12.00% Physical Power +6 (+2 eff.) defense ------ Armor +6 Defense +9 (+3 eff.) Fatigue +8% A suit of armour made of leather. |
Flashbane the rough leather belt Flashbane the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +1 Wil offense ------ Mindpower +5 (+3 eff.) Damage +9% fire On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 defense ------ Defense +8 (+3 eff.) Resistance +3% fire Stealth +6 A belt that goes around your waist. |
insulating rough leather belt =Cold Fire= insulating rough leather belt =Cold Fire=1.0 Encumbrance T1 belt armor [Ego] Master While equipped: defense ------ Resistance +6% fire +5% cold A belt that goes around your waist. |
nightruned rough leather belt =Twilight= nightruned rough leather belt =Twilight=1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Resistance +5% light +6% darkness A belt that goes around your waist. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) =+1 Con= enveloping linen cloak of Iron Throne (7 def, 0 armour) =+1 Con=2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con defense ------ Defense +7 (+2 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
miner's pair of rough leather boots of speed (0 def, 3 armour) =Move Infra= miner's pair of rough leather boots of speed (0 def, 3 armour) =Move Infra=2.0 Encumbrance T1 feet armor [Ego] Arcane/Master While equipped: offense ------ Move Speed +25% defense ------ Armor +3 other ------- Infravision +1 A pair of boots made of leather. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Stamina/turn +0.30 Max stamina +13.00 A pair of boots made of leather. |
grounding pair of iron boots (0 def, 3 armour) =Ground= grounding pair of iron boots (0 def, 3 armour) =Ground=3.0 Encumbrance T1 feet armor [Ego] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +5% temporal Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
wanderer's pair of iron boots of evasion (3 def, 3 armour) wanderer's pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Master While equipped: Stats +2 Cun +2 Con defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +2% Physical save +11 (+5 eff.) Mind save +11 (+6 eff.) Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 29% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Sludgegrip (0 def, 0 armour) =Cun Wil Nat Poison= Sludgegrip (0 def, 0 armour) =Cun Wil Nat Poison=1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- 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. |
steady rough leather gloves (0 def, 1 armour) =Disarm= steady rough leather gloves (0 def, 1 armour) =Disarm=1.0 Encumbrance T1 hands armor [Ego] Psionic While equipped: offense ------ Accuracy +5 (+1 eff.) defense ------ Armor +1 Physical save +6 (+3 eff.) Mind save +5 (+3 eff.) Disarm Resist +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
cinder hardened leather gloves of strength (+3) (0 def, 2 armour) cinder hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str offense ------ Physical Power +5 (+2 eff.) On-Hit 5 fire Damage +5% fire defense ------ Armor +2 Resistance +5% fire 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. |
restful hardened leather gloves of magic (+2) (0 def, 2 armour) =???= restful hardened leather gloves of magic (+2) (0 def, 2 armour) =???=1.0 Encumbrance T2 hands armor [Ego] Arcane/Psionic While equipped: Stats +2 Mag offense ------ Damage +4% arcane defense ------ Armor +2 Life Regen +4.00 other ------- Stamina/turn +0.50 Max stamina +15.00 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. |
temporal iron gauntlets of dexterity (+2) (0 def, 1 armour) =Temp & Temp= temporal iron gauntlets of dexterity (+2) (0 def, 1 armour) =Temp & Temp=1.5 Encumbrance T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex offense ------ On-Hit 6 temporal On-Ranged-Hit 6 temporal Damage +4% temporal Accuracy +10 (+2 eff.) defense ------ Armor +1 Fatigue +1% Resistance +5% temporal Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Sparkschism the linen wizard hat (1 def, 0 armour) =Acid= Sparkschism the linen wizard hat (1 def, 0 armour) =Acid=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +1 Cun +3 Wil offense ------ Damage +11% acid Ignore resists +5% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% acid +6% lightning Mind save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
insulating linen wizard hat of lightning (+16%) (1 def, 0 armour) insulating linen wizard hat of lightning (+16%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +11% lightning defense ------ Defense +1 (+0 eff.) Resistance +16% lightning +6% cold +6% fire A pointy cloth hat, very wizardly... |
linen wizard hat of arcana (1 def, 0 armour) linen wizard hat of arcana (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego+] Arcane While equipped: Stats +3 Mag +4 Wil offense ------ Spellpower +4 (+2 eff.) defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 Encumbrance T1 head armor [Unique] Nature While equipped: offense ------ Damage +10% lightning +10% cold defense ------ Resistance +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Effective talent level: 1.0 Power cost 15 out of 30/30. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Calls forth a powerful beam of lightning doing 33.66 to 100.98 lightning damage (67.32 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
grounding iron helm of constitution (+3) (0 def, 3 armour) =Ground +3 Con= grounding iron helm of constitution (+3) (0 def, 3 armour) =Ground +3 Con=3.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +6% lightning +6% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating iron helm of trickery (0 def, 3 armour) =Cun Dex Fire= insulating iron helm of trickery (0 def, 3 armour) =Cun Dex Fire=3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
miner's iron helm of strength (+2) (0 def, 5 armour) =+2 Str & Infra= miner's iron helm of strength (+2) (0 def, 5 armour) =+2 Str & Infra=3.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +2 Str defense ------ Armor +5 Fatigue +5% other ------- Infravision +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing iron helm of ire (0 def, 3 armour) stabilizing iron helm of ire (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +1 Str +2 Con defense ------ Armor +3 Fatigue +5% Physical save +16 (+7 eff.) Mind save +6 (+3 eff.) Battle Cry: Puts all charms on 28 turn cooldown Effective talent level: 2.0 Power cost 28 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
thaloren iron helm (0 def, 3 armour) =Blight Mind= thaloren iron helm (0 def, 3 armour) =Blight Mind=3.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Wil defense ------ Armor +3 Fatigue +5% Resistance +6% blight Mind save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal opal0.0 Encumbrance 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
amethyst amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
brass lantern 'Hellsbender' =Fus= brass lantern 'Hellsbender' =Fus=2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Physical Power +10 (+3 eff.) defense ------ Defense +5 (+2 eff.) Resistance +12% fire Life +44.00 other ------- 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. |
iron pickaxe of quickening (dig speed 28 turns) iron pickaxe of quickening (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str other ------- Spell cooldown 10% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
soldier's iron pickaxe (dig speed 19 turns) soldier's iron pickaxe (dig speed 19 turns)3.0 Encumbrance T1 digger tool [Ego+] Master While equipped: Stats +1 Str defense ------ Armor +2 Defense +4 (+1 eff.) Resistance +5% physical While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.6 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 169.48 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance 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. |
iron torque of mindblast [power 105] (15 cooldown) iron torque of mindblast [power 105] (15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 112 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 122] (15 cooldown) elm totem of healing [power 122] (15 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 122 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Spellcleave the Ogre Arcane Blade level 12
18th Dusk 122nd year of Ascendancy at 13:04 see stats
By Spellcleave the Ogre Arcane Blade level 10
8th Flare 122nd year of Ascendancy at 15:44 see stats
By Spellcleave the Ogre Arcane Blade level 6
3rd Mirth 122nd year of Ascendancy at 03:47 see stats
By Spellcleave the Ogre Arcane Blade level 10
10th Flare 122nd year of Ascendancy at 13:40 see stats
Log
The shield around Spellcleave crumbles.
Spellcleave calms down.
Talent Inner Power is ready to use.
Talent Infusion: Wild is ready to use.
Talent Death Dance is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Talent Rush is ready to use.
Rested for 17 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Ogric Wrath is ready to use.
Rested for 20 turns (stop reason: all resources and life at maximum).
Spellcleave picks up (y.): flaming steel longsword (112% power, 3 apr).
Spellcleave casts Lightning.
Spellcleave's spell attains critical power!
Welcome to level 17 [Spellcleave].
Spellcleave has 6 stat point(s), 2 class talent point(s), 2 generic talent point(s) to spend. Press p to use them.
Spellcleave hits Giant venus flytrap for 419 lightning damage.
Spellcleave killed Giant venus flytrap!
Talent Lightning is ready to use.
Resting starts...
Rested for 4 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).