










Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! 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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 | Doombringer |
Level / Exp | 25 / 45% |
Size | big |
Lifes / Deaths | Killed by Salynne the blue crystal at level 5 on the 78th Pyre 122nd year of Ascendancy at 00:02 0 / 7Killed by ghoul at level 6 on the 78th Pyre 122nd year of Ascendancy at 07:53 Killed by Amindosi at level 17 on the 19th Haze 122nd year of Ascendancy at 20:10 Killed by Cyrildavena the green ooze at level 17 on the 20th Haze 122nd year of Ascendancy at 08:08 Killed by Urkis, the High Tempest at level 23 on the 15th Pyre 123rd year of Ascendancy at 15:50 Killed by Kdoalf the fire imp at level 24 on the 17th Pyre 123rd year of Ascendancy at 14:20 Killed by corrupted mastocytic feeder at level 25 on the 22nd Pyre 123rd year of Ascendancy at 22:31 |
Primary Stats
Strength | 100 (base 55) |
Dexterity | 25 (base 10) |
Constitution | 22 (base 12) |
Magic | 64 (base 46) |
Willpower | 21 (base 10) |
Cunning | 14 (base 11) |
Resources
Life | -24/720 |
Stamina | 100/200 |
Vim | 221/221 |
Healing Factor | 1.3024166372473 |
Regeneration | 12.047353894537 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 3 |
Offense: Mainhand
Damage | 185 |
Accuracy | 63 |
Crit Chance | 10% |
APR | 30 |
Speed | 1.00 |
Offense: Spell
Spellpower | 47 |
Crit Chance | 2% |
Speed | 1 |
Offense: Mind
Mindpower | 20 |
Crit Chance | 2% |
Speed | 1 |
Offense: Damage Bonus
Light | +3% |
Blight | +6% |
Physical | +8% |
All | 0% |
Nature | +8% |
Offense: Damage Penetration
Light | +20% |
Blight | +10% |
Physical | +9% |
Fire | +25% |
All | 0% |
Defense: Base
Armour (hardiness) | 57.723073231957 (96.438666929426%) |
Defense | 32 |
Ranged Defense | 32 |
Fatigue | 18 |
Physical Save | 40 |
Spell Save | 30 |
Mental Save | 29 |
Defense: Resistances
Darkness | + 10%( 70%) |
Lightning | + 16%( 70%) |
Nature | + 10%( 70%) |
Temporal | + 6%( 70%) |
Blight | + 3%( 70%) |
Cold | + 10%( 70%) |
Fire | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Pinning Resistance | 50% |
Confusion Resistance | 46% |
Silence Resistance | 32% |
Stun Resistance | 92% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 100 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Torture | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Fearfire | 1.50 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 3/5 |
| 3/5 |
Generic Talents
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Scintillating Caves. Escort: lone alchemist (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Daikara. Escort: lost sun paladin (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | 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 improved Strength 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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. | 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 |
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 within6 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
Equipment
On feet | ![]() 2.0 T3 feet armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Silence- +22% Confus- +26% Stun/Frz- +27% Rush: Puts all charms on 25 cooldown Level 1.3 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Arcane While equipped: Stats +3 Str +7 Wil +2 Con dps ---------- Melee Ret 13 fire ----- def ----- Resists +6% fire ---------- misc Light +6 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 T5 head armor [Random Unique] Master While equipped: Stats +7 Str +12 Dex dps ---------- Dmg.mod +6% blight Res.pen +25% fire ----- def ----- Armour +6 Fatigue +5% Resists +3% blight ---------- misc Infravis +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 423.8 Physical damage. If the attack hits, the target is confused (32% 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. |
Tool | ![]() 2.0 T2 wand charm [Rare] Arcane While equipped: Stats +6 Mag +2 Wil dps ---------- Res.pen +10% blight On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Resists +6% fire ---------- misc Mana/s.crit +2.00 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T5 ring jewelry [Random Unique] Master While equipped: Stats +8 Str +4 Dex +1 Cun dps ---------- Dmg.mod +3% light Acc +14 (+4 eff.) Apr +10 ----- def ----- Armour +10 Defense +12 (+6 eff.) HP.reg +6.00 Stun/Frz- +30% Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 105% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+3 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
Around waist | ![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Res.pen +20% light Acc +10 (+3 eff.) ----- def ----- Resists +6% lightning +6% temporal ---------- misc Stam/turn +1.00 A belt that goes around your waist. |
In main hand | ![]() 3.0 T5 greatsword 2H weapon [Ego+] Master Power 62.0 - 99.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +26 (+7 eff.) Apr +16 Massive two-handed swords. |
On hands | ![]() 1.5 T1 hands armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% 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. |
Main armor | ![]() 17.0 T3 massive armor Reqs Massive armour training [Unique] Arcane/Master While equipped: Stats +5 Mag +5 Con ----- def ----- Armour +20 Defense +8 (+4 eff.) Fatigue +12% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+6 eff.) Silence- +10% Confus- +10% Pinning- +50% Stun/Frz- +10% Status resistances shift over time to match the statuses you are being hit by. The joints of this armor creak ominously, the frame bends and heaves, almost as if breathing. The scratch and crack of metal mutters of suffering, of loss, perseverance and revenge. |
Cloak | ![]() 2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+7 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Str ----- def ----- Resists +10% lightning Stun/Frz- +25% Amulets make your neck look great! |
Inventory
![]() 0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. 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 [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous 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 blight, 3 temporal, 4 nature, 4 physical 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] Nature While equipped: Stats +4 Con ----- def ----- Resists +15% lightning Stun/Frz- +27% Amulets make your neck look great! |
![]() 0.1 T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +4 Dex ----- def ----- Phys.save +12 (+4 eff.) Spell.save +10 (+5 eff.) Mind.save +13 (+7 eff.) Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Cun ----- def ----- Mind.save +5 (+3 eff.) Confus- +22% ---------- misc Hate/m.crit +2.00 Max.psi +10.00 See.Invis +6 Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Resists +6% blight +22% fire +5% nature Poison- +12% Disease- +11% Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +12% nature ----- def ----- Armour +4 Resists +24% nature Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T4 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Cun dps ---------- Phys.pwr +9 (+2 eff.) Spell.pwr +8 (+2 eff.) Mind.pwr +9 (+4 eff.) Melee+ 16 physical Ranged+ 17 physical Dmg.mod +3% darkness Res.pen +10% darkness Acc +15 (+4 eff.) Apr +13 On Hit (Melee): * 11% chance to reduce all saves and defense by 14 * 20% chance to reduce damage dealt by 12% On Hit (Ranged): * 14% chance to reduce all saves and defense by 14 On Melee Ret: * 27% chance to reduce strength, dexterity, and constitution by 24 * 36% chance to reduce damage dealt by 12% ----- def ----- Defense +8 (+4 eff.) Resists +6% darkness ---------- misc Hate/m.crit +2.00 Max.hate +9.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +11.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning +3% nature On Hit (Melee): * 10% chance to slow global speed by 39% ----- def ----- Resists +5% arcane +3% nature Disease- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Spell.pwr +6 (+2 eff.) Dmg.mod +18% cold Res.pen +15% cold ----- def ----- Phys.save +6 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +5 (+3 eff.) ---------- misc Mana/turn +0.12 Max.mana +37.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +3% Spell.pwr +25 (+8 eff.) Melee+ 15 arcane Dmg.mod +20% blight +9% arcane Res.pen +10% blight ----- def ----- Armour +4 Hardiness +3% Phys.save +4 (+2 eff.) ---------- misc Max.mana +48.00 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T3 staff 2H weapon [Ego] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +16% Crit.mult +13.00% Spell.pwr +9 (+3 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal 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! |
![]() 5.0 T2 greatmaul 2H weapon [Random Unique] Master/Psionic Power 37.0 - 55.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 2 turns (checks Confusion immunity) While equipped: Stats +5 Str dps ---------- Dmg.mod +7% physical Acc +10 (+3 eff.) On Hit (Melee): * 20% chance to slow global speed by 39% ----- def ----- Resists +3% light +5% arcane ---------- misc Light +3 Massive two-handed mauls. |
![]() 5.0 T3 greatmaul 2H weapon [Ego+] Master Power 51.0 - 76.5 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 +7% physical Acc +10 (+3 eff.) Apr +10 Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 33.0 - 52.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: 20% Curse of Defenselessness 3 While equipped: dps ---------- Res.pen +12% physical Acc +10 (+3 eff.) Apr +10 Massive two-handed swords. |
![]() 3.0 T4 greatsword 2H weapon [Rare] Arcane Power 47.0 - 75.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Phasing +10% While equipped: Stats +6 Dex +3 Mag +10 Wil +6 Con dps ---------- Spell.pwr +13 (+4 eff.) Dmg.mod +9% blight ----- def ----- Defense +15 (+7 eff.) Massive two-handed swords. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 33.0 - 46.2 Acid Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 35 acid damage in a 4 radius ball. This damage will increase by 24% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
![]() 3.0 T3 longsword 1H weapon [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+1 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
![]() 3.0 T3 waraxe 1H weapon [Ego] Nature/Master Power 22.5 - 31.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 nature While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% One-handed war axes. |
![]() 3.0 T1 mindstar 1H weapon [Rare] Nature Power 2.0 - 2.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% nature ----- def ----- Resists +3% blight +5% arcane +3% nature +3% lightning Phys.save +3 (+1 eff.) Heal.mod +20% Disease- +13% ---------- misc Equi/ret +0.08 Psi/ret +0.08 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
![]() 3.0 T2 arrow ammo [Rare] Master Power 33.5 - 46.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 23 Ranged+ +12 lightning +8 mind On Hit.r1 +20 light On Crit.r2 +8 mind +4 light On Crit: * Wound the target dealing 251 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 3.0 T4 shot ammo Reqs Dex 35 [Rare] Arcane Power 44.0 - 52.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.5% Capacity 21 Proj.spd +200% On Hit.r1 +20 light +17 fire While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
![]() 7.0 T2 shield armor Reqs Shield usage training [Random Unique] Arcane/Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Str +2 Dex +4 Mag +3 Cun dps ---------- Dmg.mod +10% light +12% darkness Acc +20 (+5 eff.) Melee Ret 2 fire ----- def ----- Armour +4 Fatigue +8% Resists +12% fire +10% light +12% darkness Max.HP +45.00 ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 12 cold Melee Ret 5 ice ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +11 Fatigue +8% Resists +18% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 7.0 T4 shield armor Reqs Shield usage training [Random Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +5 Mag +5 Cun +3 Con dps ---------- Dmg.mod +18% light +12% darkness Melee Ret 9 fire On Melee Ret: * 10% chance to reduce armor by 34% ----- def ----- Armour +8 Fatigue +8% Resists +14% acid +15% fire +15% light +17% darkness Mind.save +3 (+2 eff.) HP.reg +4.00 Heal.mod +20% ---------- misc Talents +1 Block Handheld deflection devices. |
![]() 9.0 T4 light armor [Random Unique] Disrupt/Master While equipped: Stats +7 Dex -9 Wil +12 Cun dps ---------- Crit.mult +10.00% Phys.spd +15% Spell.spd +15% Mind.spd +15% Dmg.mod +3% mind Acc +5 (+2 eff.) Apr +1 ----- def ----- Armour +19 Defense +17 (+8 eff.) Fatigue +8% Resists +14% nature +18% blight A suit of armour made of leather. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% light +9% fire Res.pen +10% fire +5% cold ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid +12% light A suit of armour made of mail. |
![]() 14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Die.at -20.00 life Max.HP +21.00 Pinning- +10% Def/telep +15 Res/telep +15% Dur/telep +15% A suit of armour made of mail. |
![]() 14.0 T4 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +6% fire +6% cold Res.pen +25% lightning +15% fire ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +15% lightning +35% fire A suit of armour made of mail. |
![]() 17.0 T1 massive armor Reqs Massive armour training [Rare] Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% acid +3% nature +6% blight Phys.save +3 (+1 eff.) Blind- +20% A suit of armour made of metal plates. |
![]() 12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
![]() 17.0 T3 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +21% lightning A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Acc +5 (+2 eff.) Melee Ret 6 darkness ----- def ----- Resists +3% nature +6% darkness HP.reg +0.80 Heal.mod +12% A belt that goes around your waist. |
![]() 1.0 T3 belt armor [Ego+] Arcane While equipped: Stats +3 Mag ----- def ----- Fatigue -5% ---------- misc Max.enc +28 Mana/turn +0.24 Max.mana +20.00 A belt that goes around your waist. |
![]() 2.0 T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +5% ----- def ----- Armour +5 Resists +10% cold A stylish kruk-style cloak, to look awesome. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% cold Res.pen +15% cold ----- def ----- Armour +1 Fatigue -5% Resists +3% light Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 Light +3 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mov.spd +25% ----- def ----- Armour +3 Phys.save +5 (+2 eff.) Spell.save +7 (+4 eff.) Mind.save +9 (+5 eff.) A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Mind.crit +1% Melee Ret 2 blight ----- def ----- Armour +3 Fatigue +2% ---------- misc Hate/m.crit +5.00 Blink to a nearby random location (rad 7) 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. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +2 Con ----- def ----- Armour +3 Fatigue +2% Resists +6% acid +9% fire +3% darkness +9% lightning Phys.save +11 (+4 eff.) Mind.save +10 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +3% darkness Crit.chn- 15.00% Blind- +10% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Melee+ 9 mind Dmg.mod +5% mind +3% lightning Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +2 Resists +3% lightning +7% mind +5% arcane 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+] Arcane While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 6 arcane Dmg.mod +6% arcane ----- def ----- Armour +2 Resists +5% arcane 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 T4 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +14 (+3 eff.) Dmg.mod +15% arcane +21% mind Melee Ret 4 mind 4 acid On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Armour +3 Resists +3% acid +6% mind 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. |
![]() 1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning +6% mind Res.pen +10% mind Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 14 ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Ego++] Disrupt While equipped: dps ---------- Phys.pwr +4 (+1 eff.) Acc +7 (+2 eff.) Apr +7 On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +20 (+10 eff.) 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. |
![]() 2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +9% nature +3% physical Res.pen +5% nature Acc +15 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +1% physical Mind.save +7 (+4 eff.) A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +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: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 23.01 to 69.04 lightning damage (46.02 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +6 Str +5 Dex ----- def ----- Armour +3 Fatigue +5% Resists +5% acid +6% fire +5% lightning +6% cold 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 423.8 Physical damage. If the attack hits, the target is confused (32% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 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 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 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 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 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. |
![]() 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. |
![]() 0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 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. |
![]() 2.0 T1 lite [Rare] Nature While equipped: Stats +3 Str dps ---------- Melee Ret 6 physical ----- def ----- Resists +3% mind Max.HP +62.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Res.pen +5% acid ----- def ----- Resists +6% cold Phys.save +6 (+2 eff.) Mind.save +9 (+5 eff.) Heal.mod +11% ---------- misc Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(71 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 T1 lite [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +5% mind Acc +15 (+4 eff.) ----- def ----- Phys.save +3 (+1 eff.) ---------- misc Max.stam +10.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
![]() 2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +6 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 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 123.21 demonfire damage to everyone within 4 spaces and leaving flames which will deal an additional 123.21 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 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. |
![]() 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 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 T4 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Mind.pwr +15 (+7 eff.) Dmg.mod +24% fire Melee Ret 4 fire ----- def ----- Resists +15% acid +6% fire Blast the opponent's mind dealing 330 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 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. |
Achievements
By Amindosi the Ogre Doombringer level 14
1st Haze 122nd year of Ascendancy at 03:39 see stats
By Amindosi the Ogre Doombringer level 18
29th Haze 122nd year of Ascendancy at 17:38 see stats
By Amindosi the Ogre Doombringer level 17
19th Haze 122nd year of Ascendancy at 21:22 see stats
By Amindosi the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 13:46 see stats
By Amindosi the Ogre Doombringer level 10
2nd Summertide 122nd year of Ascendancy at 16:33 see stats
By Amindosi the Ogre Doombringer level 20
31st Haze 122nd year of Ascendancy at 03:58 see stats
By Amindosi the Ogre Doombringer level 25
19th Pyre 123rd year of Ascendancy at 08:32 see stats
By Amindosi the Ogre Doombringer level 23
16th Pyre 123rd year of Ascendancy at 04:55 see stats
By Amindosi the Ogre Doombringer level 14
69th Dusk 122nd year of Ascendancy at 01:21 see stats
By Amindosi the Ogre Doombringer level 24
17th Pyre 123rd year of Ascendancy at 14:19 see stats
By Amindosi the Ogre Doombringer level 13
14th Dusk 122nd year of Ascendancy at 23:57 see stats
By Amindosi the Ogre Doombringer level 13
53rd Dusk 122nd year of Ascendancy at 06:09 see stats
By Amindosi the Ogre Doombringer level 21
1st Regrowth 123rd year of Ascendancy at 18:25 see stats
By Amindosi the Ogre Doombringer level 15
12nd Haze 122nd year of Ascendancy at 12:16 see stats
Log
Burning from Glira the Blightborn hits Amindosi for 19 fire damage.
Glira the Blightborn hits Amindosi for 51 physical, 58 fire (109 total damage).
Blight Poison from Corrupted mastocytic feeder hits Amindosi for 24 blight damage.
Amindosi's weapon surges with fire!
Amindosi's is no longer blazing.
Amindosi drains life from Glira the Blightborn!
Glira the Blightborn shares damage with his oozes!
Amindosi hits Glira the Blightborn for 41 physical, 3 fire, 3 fire (48 total damage).
Melee retaliation hits Amindosi for 2 mind, 3 acid (5 total damage).
Amindosi's weapon glows with critical power!
Amindosi casts Reckless Strike.
Amindosi performs a melee critical strike against Glira the Blightborn!
Amindosi is surrounded by a vile flame!
Amindosi hits Glira the Blightborn for 889 physical damage.
Amindosi killed Glira the Blightborn!
Amindosi's surge ends.
Talent Draining Assault is ready to use.
Burning from Glira the Blightborn hits Amindosi for 23 fire damage.
Blight Poison from Corrupted mastocytic feeder hits Amindosi for 24 blight damage.
Amindosi picks up (C.): Arthibar the Flashwarden (4 def, 8 armour).
Amindosi picks up (w.): pouch of stralite shots 'Noonvein' (21/21, 44-53 power, 8 apr).
Amindosi picks up (j.): Darkrain of the Blightspawn.
Amindosi picks up (C.): Shadowripper of the Blightspawn (17 def, 19 armour).
Amindosi picks up (T.): Chaledar the drakeskin leather gloves (0 def, 3 armour).
Amindosi picks up (s.): Torolebers (47-75 power, 5 apr).
Talent Fiery Aegis is ready to use.
Blight Poison from Corrupted mastocytic feeder hits Amindosi for 24 blight damage.
Amindosi the level 25 ogre doombringer was infected to death by a corrupted mastocytic feeder on level 1 of inside a giant tentacle.