












Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Forbidden Cults 1.6.7Official 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.
Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This 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 Restart Sustains 1.6.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: 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. Showing Items Tier in Inventory 1.6.0This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Enhanced Object Compare 1.6.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Writhing One |
Level / Exp | 21 / 33% |
Size | medium |
Lifes / Deaths | Killed by Belamira the snow giant thunderer at level 15 on the 24th Dusk 122nd year of Ascendancy at 08:28 0 / 6Killed by Urkis, the High Tempest at level 15 on the 24th Dusk 122nd year of Ascendancy at 23:11 Killed by Ndshdie the shalore at level 17 on the 31st Dusk 122nd year of Ascendancy at 08:23 Killed by Poltergeist Crooked Club at level 21 on the 38th Haze 122nd year of Ascendancy at 19:06 Killed by Poltergeist Crooked Club at level 21 on the 38th Haze 122nd year of Ascendancy at 20:11 Killed by Animated magelord's yew starstaff of protection at level 21 on the 38th Haze 122nd year of Ascendancy at 20:38 |
Primary Stats
Strength | 28 (base 25) |
Dexterity | 21 (base 10) |
Constitution | 31 (base 26) |
Magic | 59 (base 48) |
Willpower | 24 (base 10) |
Cunning | 27 (base 10) |
Resources
Life | -103/597 |
Positive | 90/90 |
Insanity | 96/100 |
Healing Factor | 1.2667164179104 |
Regeneration | 5.3835447761194 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 5 |
See Stealth | 27.466198986151 |
See Invisible | 27.466198986151 |
Offense: Mainhand
Damage | 33 |
Accuracy | 43 |
Crit Chance | 7% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 35 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 26% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +34% |
Light | +18% |
Temporal | +21% |
Physical | +27% |
Arcane | +21% |
Nature | +18% |
All | +15% |
Offense: Damage Penetration
Blight | +10% |
Temporal | +20% |
Mind | +20% |
Nature | +20% |
Defense: Base
Armour (hardiness) | 13 (30%) |
Defense | 24 |
Ranged Defense | 24 |
Fatigue | 0 |
Physical Save | 22 |
Spell Save | 40 |
Mental Save | 20 |
Defense: Resistances
Lightning | + 42%( 70%) |
Acid | + 39%( 70%) |
Nature | + 38%( 70%) |
Darkness | + 53%( 70%) |
Cold | + 45%( 70%) |
Physical | + 38%( 70%) |
Fire | + 47%( 70%) |
All | + 27%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 47% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 207 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Class Talents
Demented / Horrific body | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.50 |
| 3/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Chants | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Effects
talent | Chaos Orbs |
talent | Chant of Resistance |
detrimental effect | The target becomes more and more primitive, reducing accuracy and powers by 5 Crooked |
detrimental effect | The target is confused, acting randomly (chance 30%) and unable to perform complex actions. Confused |
detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
detrimental effect | The target's morale is weakened, reducing its attack power, mind power, and spellpower by 24. Intimidated |
beneficial effect | 3 pustules increasing resistance by 9%. Putrescent Pustule |
beneficial effect | 5 stacks, +15% to all damage dealt. Chaos Orbs |
beneficial effect | The target ignores pain, reducing all damage taken by 14%. Pain Suppression |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Daikara. Escort: lost defiler (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you improved Constitution by +5. | done |
You failed to protect the lost warrior from death by giant lightning ant. Escort: lost warrior (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by flame turret. Escort: lost warrior (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * 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. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed warg claw. * '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.' 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 electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * '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.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Random Unique] Master While equipped: Stats +6 Dex dps ---------- Res.pen +10% blight Melee Ret 8 fire On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 19 ----- def ----- Armour +3 Defense +14 (+7 eff.) Resists +10% fire +8% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 26% chance to evade melee and ranged attacks and 14 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
Quiver | ![]() 3.0 T1 arrow ammo [Rare] Master Power 19.0 - 26.6 Physical Uses 70% Dex, 50% Str Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +10.0% Capacity 18 Ranged+ +4 mind +12 lightning On Hit.r1 +4 mind +12 lightning On Crit: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
Light source | ![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +42.00 Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | ![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Cun dps ---------- Res.pen +20% mind ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning Die.at -20.00 life ---------- misc Equi/ret +0.80 Psi/ret +0.80 Hate/ret +0.90 A pointy cloth hat, very wizardly... |
Tool | The Cog The Cog0.0 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 | ![]() 0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Mag dps ---------- Dmg.mod +6% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Resists +6% darkness HP.reg +1.00 Stun/Frz- +22% Rings can have magical properties. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+4 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +6 (+3 eff.) Dmg.mod +13% darkness +3% light Melee Ret 8 light ----- def ----- Resists +26% darkness Mind.save +3 (+1 eff.) HP.reg +1.00 Stun/Frz- +25% ---------- misc Hate/m.crit +1.00 Rings can have magical properties. |
Around waist | ![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +7 Cun +8 Wil dps ---------- Mind.crit +15% Mind.pwr +15 (+8 eff.) ---------- misc Masteries +0.20 Wild-gift/Harmony The simplest of belts, worn for centuries by Nessilla Tantaelen as she tended to her people and forests. Some of her wisdom and power have settled permanently into its fibers. |
In main hand | ![]() 3.0 T3 mace 1H weapon [Ego] Arcane Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +5 cold Blunt and deadly. |
On hands | ![]() 1.0 T2 hands armor [Rare] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +6% arcane +6% temporal Res.pen +20% nature +20% temporal ----- def ----- Armour +2 Resists +6% nature ---------- misc Light +3 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 | ![]() 9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 7 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 52.31 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | ![]() 2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Str +3 Dex +2 Mag +3 Wil +4 Cun dps ---------- Mind.crit +5% Dmg.mod +3% nature Melee Ret 4 acid ----- def ----- Defense +2 (+1 eff.) Resists +9% nature ---------- misc Light +2 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% physical On Hit (Melee): * 10% chance to reduce damage dealt by 11% ----- def ----- Fatigue -4% Resists +3% darkness HP.reg +2.00 ---------- misc Stam/turn +1.00 Amulets can have magical properties. |
Inventory
![]() 0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 651% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 147.89 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 19% all resistance, you move 39% faster, and you are invisible (power 14). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 14% all resistance, you move 42% faster, and you are invisible (power 7). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 22% all resistance, you move 38% faster, and you are invisible (power 14). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1136% for 10 turns (0 total) and instantly restoring 57 mana. Also when resting your mana will regenerate at 0.5 per turn. 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. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 70 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 20 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T2 amulet jewelry [Ego+] Master While equipped: ----- def ----- Phys.save +11 (+6 eff.) Spell.save +13 (+5 eff.) Mind.save +12 (+6 eff.) Amulets can have magical properties. |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Blind- +21% ---------- misc Infravis +3 See.Stealth +5 See.Invis +6 Rings can have magical properties. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Power 18.5 - 24.1 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) Sharp, short and deadly. |
![]() 1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 20.0 - 26.0 Physical Uses 45% Str, 45% Dex Acc+ +0.3% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, short and deadly. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Master Power 26.0 - 39.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Massive two-handed mauls. |
![]() 5.0 T2 greatmaul 2H weapon [Ego+] Nature Power 29.5 - 44.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% While equipped: Stats +9 Con +10 Wil ----- def ----- Max.HP +59.00 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +7 (+3 eff.) Apr +9 Massive two-handed mauls. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Master Power 36.0 - 57.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 61 damage Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Arcane/Psionic Power 26.5 - 42.4 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +3.0% Atk.spd 100% Phasing +17% Melee+ +12 mind On Hit: * 20% chance to reduce all saves and defense by 13 While equipped: Stats +5 Cun +3 Wil Massive two-handed swords. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Arcane Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +16 arcane +12 fire While equipped: Stats +2 Wil dps ---------- Mind.crit +5% Mind.pwr +20 (+10 eff.) Dmg.mod +6% mind +18% fire Longbows are used to shoot arrows at your foes. |
![]() 4.0 T2 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +1 Mag dps ---------- Spell.crit +5% S.pwr/crit +8 Dmg.mod +6% lightning Res.pen +11% all Acc +14 (+5 eff.) Apr +11 Melee Ret 6 arcane ---------- misc Max.vim +30.00 Longbows are used to shoot arrows at your foes. |
![]() 4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Disrupt Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +15 (+8 eff.) On Hit (Ranged): * 14 arcane resource burn ---------- misc Masteries +0.15 Wild-gift/Antimagic Longbows are used to shoot arrows at your foes. |
![]() 3.0 T2 longsword 1H weapon [Ego] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 temporal While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Resists +5% temporal Disarm- +24% Sharp, long, and deadly. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 Ranged+ +13 fire While equipped: Stats +2 Con dps ---------- Dmg.mod +13% fire ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 78 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
![]() 4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego+] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Crit.r2 +10 lightning +8 cold While equipped: dps ---------- Mov.spd +26% Res.pen +7% lightning +11% cold Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +11 (+5 eff.) Dmg.mod +20% darkness ---------- misc Vim/s.crit +3.00 Max.vim +10.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego++] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Crit.mult +21.00% Spell.pwr +19 (+8 eff.) S.pwr/crit +7 Melee+ 15 fire Dmg.mod +20% fire ---------- misc See.Invis +8 Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 23.87 to 28.64 fire damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +6 (+3 eff.) Spell.pwr +17 (+7 eff.) Dmg.mod +15% acid Acc +6 (+2 eff.) ---------- misc Max.mana +17.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 17.0 - 20.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +9 (+4 eff.) Dmg.mod +17% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +6 (+3 eff.) Dmg.mod +15% acid ---------- misc Mana/turn +0.14 Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 19 While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Disarm- +27% One-handed war axes. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 blight On Hit: * 7% chance to reduce strength, dexterity, and constitution by 19 One-handed war axes. |
![]() 3.0 T3 waraxe 1H weapon [Ego++] Arcane/Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +5 blight On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 19 While equipped: dps ---------- Res.pen +8% all Acc +8 (+3 eff.) Apr +7 ----- def ----- Disease- +16% One-handed war axes. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Res.pen +15% temporal ----- def ----- Armour +2 Max.HP +30.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical ----- def ----- Defense +6 (+3 eff.) Resists +6% lightning Phys.save +5 (+3 eff.) Mind.save +6 (+3 eff.) Max.HP +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +7 (+3 eff.) ---------- misc Max.mana +57.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +5% acid +12% physical +6% cold +5% temporal +6% fire Res.pen +6% temporal +5% physical ----- def ----- Resists +10% acid +11% physical +11% fire +11% cold +7% all Anom.red +9 ---------- misc Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T3 cloth armor [Ego+] Arcane While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Dmg.mod +15% arcane +7% all ----- def ----- Resists +11% all ---------- misc Max.mana +27.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil +3 Cun dps ---------- Spell.crit +6% Spell.pwr +14 (+6 eff.) S.pwr/crit +3 Dmg.mod +7% light +8% darkness ----- def ----- Resists +9% all Silence- +25% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 T1 feet armor [Rare] Master While equipped: Stats +1 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% physical Melee Ret 2 physical ----- def ----- Armour +3 Fatigue +2% Resists +3% acid +6% fire +6% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +14 Dex +3 Mag +3 Wil dps ---------- Crit.mult +15.00% S.pwr/crit +4 Dmg.mod +3% blight Res.pen +5% physical Acc +10 (+4 eff.) ----- def ----- Armour +10 Defense +14 (+7 eff.) Fatigue +4% Spell.save +3 (+1 eff.) ---------- misc Infravis +1 Blink to a nearby random location (rad 9) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 A pair of boots made of leather. |
![]() 3.0 T3 feet armor [Ego+] Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue -1% Phys.save +5 (+3 eff.) ---------- misc Max.enc +25 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% chance to evade melee and ranged attacks and 9 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. |
![]() 1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 121.50 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
![]() 1.5 T2 hands armor [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
![]() 1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +6 (+3 eff.) Acc +6 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +7% blight Spell.save +10 (+4 eff.) 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. |
![]() 1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 light Dmg.mod +4% light Acc +11 (+4 eff.) ----- def ----- Armour +1 Resists +6% light 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. |
![]() 1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +14.00 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. |
![]() 1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Acc +15 (+5 eff.) ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +1.00 Max.stam +22.00 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. |
![]() 1.0 T2 hands armor [Ego++] Disrupt/Psionic While equipped: Stats +2 Cun dps ---------- Acc +8 (+3 eff.) On Melee Ret: * 17 arcane resource burn ----- def ----- Armour +2 Resists +7% darkness Spell.save +14 (+5 eff.) ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.4 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 23 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 5 darkness Dmg.mod +4% darkness +4% arcane ----- def ----- Armour +1 Fatigue +1% Resists +6% darkness 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. |
![]() 3.0 T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
![]() 2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 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 19.5 Physical damage. If the attack hits, the target is confused (33% 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. |
![]() 2.0 T3 head armor [Rare] Disrupt While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +10 (+5 eff.) Acc +25 (+9 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +8% blight +9% nature +6% acid ---------- misc Max.stam +30.00 A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Psionic While equipped: Stats +5 Cun +6 Wil dps ---------- Mind.crit +4% ----- def ----- Defense +2 (+1 eff.) Mind.save +16 (+8 eff.) Confus- -20% Fear- -20% Hateful Whisper: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range 5 Travel.spd instantaneous Is a mind power Description: Send a whisper filled with hate to spread throughout your foes. When the whisper is first heard, they will suffer 51 mind damage and feed you 2 hate. For the first 2 turns, the whisper will travel from the original victim to a new one within a range of 2.0. Every victim of the whisper has a 21% chance of spreading it to another victim every turn. 25% chance to brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
![]() 2.0 T3 head armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Dmg.mod +10% arcane ----- def ----- Defense +2 (+1 eff.) Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
![]() 3.0 T3 head armor [Ego+] Master While equipped: Stats +3 Cun +2 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor [Ego] Master While equipped: Stats +2 Dex ----- def ----- Armour +5 Fatigue +4% ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 14.0 T3 heavy armor [Rare] Master While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +12% Resists +18% acid +15% lightning Spell.save +3 (+1 eff.) HP.reg +2.00 Heal.mod +20% Silence- +20% Disarm- +10% A suit of armour made of mail. |
![]() 14.0 T1 heavy armor [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
![]() 9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Cun +3 Dex ----- def ----- Armour +10 Defense +13 (+7 eff.) Fatigue +8% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +28.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Mind.pwr +7 (+4 eff.) ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Resists +5% acid +5% physical +10% cold +8% lightning +10% fire A suit of armour made of leather. |
![]() 3.0 T2 arrow ammo [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T3 lite [Ego++] Nature/Disrupt While equipped: Stats +4 Wil dps ---------- Phys.crit +5.0% Crit.mult +12.00% Phys.pwr +7 (+4 eff.) ----- def ----- Resists +3% all Spell.save +6 (+2 eff.) ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 13 fire ----- def ----- Resists +6% fire Mind.save +8 (+4 eff.) ---------- misc Light +4 See.Stealth +7 See.Invis +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 0.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
![]() 2.0 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. |
![]() 3.0 T2 shot ammo [Ego] Arcane/Master Power 24.0 - 28.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Acc +7 Apr +2 Crit +4.5% Capacity 15 Ranged+ +7 cold Shots are used with slings to pummel your foes to death. |
![]() 0.0 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. |
![]() 2.0 T3 wand charm [Rare] Arcane While equipped: Stats +2 Con dps ---------- Res.pen +5% acid On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Armour +10 ---------- misc Light +3 Create a shield absorbing up to 260 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce fatigue by 28% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 2.0 T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 68 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Resists +10% blight 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. It was hardened by the digestive sack. |
![]() 0.0 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. |
![]() 0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By sangkeum the Cornac Writhing One level 20
37th Haze 122nd year of Ascendancy at 12:22 see stats
By sangkeum the Cornac Writhing One level 16
25th Dusk 122nd year of Ascendancy at 10:59 see stats
By sangkeum the Cornac Writhing One level 10
5th Mirth 122nd year of Ascendancy at 08:43 see stats
By sangkeum the Cornac Writhing One level 20
26th Haze 122nd year of Ascendancy at 14:20 see stats
By sangkeum the Cornac Writhing One level 17
27th Dusk 122nd year of Ascendancy at 19:23 see stats
By sangkeum the Cornac Writhing One level 9
2nd Mirth 122nd year of Ascendancy at 08:34 see stats
By sangkeum the Cornac Writhing One level 15
23rd Dusk 122nd year of Ascendancy at 17:43 see stats
By sangkeum the Cornac Writhing One level 18
33rd Dusk 122nd year of Ascendancy at 04:04 see stats
Log
The protective shield of Animated magelord's yew starstaff of protection disappears.
Dissolved Face from Sangkeum hits Animated magelord's yew starstaff of protection for 12 darkness damage.
Dissolved Face from Sangkeum hits Animated magewarrior's short ash starstaff of protection for 17 darkness damage.
Dissolved Face from Sangkeum hits Poltergeist Crooked Club for 21 darkness damage.
Your constrict target has disappeared!
Sangkeum deactivates Constrict.
Sangkeum is confused and fails to use Infusion: Regeneration.
Poltergeist Crooked Club performs a melee critical strike against sangkeum!
The Cog spins up and deflects the blow from sangkeum!
Melee retaliation hits Poltergeist Crooked Club for 2 acid, 11 light, 12 fire (24 total damage).
Poltergeist Crooked Club hits sangkeum for 0 physical, 22 physical (22 total damage).
Animated magewarrior's short ash starstaff of protection is no longer covered in gore.
Poltergeist Crooked Club is no longer covered in gore.
Animated magelord's yew starstaff of protection is no longer covered in gore.
Sangkeum uses Infusion: Wild.
Sangkeum is cured!
Sangkeum lessens the pain.
Animated magelord's yew starstaff of protection casts Manathrust.
Animated magewarrior's short ash starstaff of protection casts Manathrust.
Animated magelord's yew starstaff of protection's Manathrust hits sangkeum for 91 arcane damage.
Poltergeist Crooked Club hits sangkeum for 72 physical, 18 physical (90 total damage).
Melee retaliation hits Poltergeist Crooked Club for 3 acid, 12 light, 12 fire (27 total damage).
Animated magewarrior's short ash starstaff of protection hits sangkeum for 25 arcane damage.
sangkeum the level 21 cornac writhing one was dweomered to death by a Animated magelord's yew starstaff of protection on level 3 of Ruined halfling complex.
Sangkeum seems more focused.
Sangkeum deactivates Chant of Resistance.
Sangkeum feels pain again.
Sangkeum deactivates Chaos Orbs.