










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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.
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:
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 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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 Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Drem |
| Class | Doombringer |
| Level / Exp | 21 / 71% |
| Size | medium |
| Lifes / Deaths | Killed by Lisimira the sandworm destroyer at level 21 on the 8th Wealth 122nd year of Ascendancy at 01:59 / 1 |
Primary Stats
| Strength | 61 (base 50) |
| Dexterity | 22 (base 10) |
| Constitution | 19 (base 12) |
| Magic | 60 (base 39) |
| Willpower | 26 (base 10) |
| Cunning | 22 (base 11) |
Resources
| Life | -299/746 |
| Stamina | 203/213 |
| Vim | 170/205 |
| Healing Factor | 1.2091723257555 |
| Regeneration | 9.9756716874829 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +20% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
Offense: Mainhand
| Damage | 113 |
| Accuracy | 44 |
| Crit Chance | 9% |
| APR | 10 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 50 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +3% |
| Physical | +3% |
| Fire | +3% |
| Blight | +9% |
| Arcane | +4% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +5% |
| Blight | +10% |
| Arcane | +25% |
| Fire | +10% |
| Physical | +25% |
Defense: Base
| Armour (hardiness) | 49.08934837382 (81.151787968034%) |
| Defense | 25 |
| Ranged Defense | 25 |
| Fatigue | 27 |
| Physical Save | 24 |
| Spell Save | 28 |
| Mental Save | 30 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 41%( 70%) |
| All | 0%( 70%) |
| Darkness | + 24%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 9%( 70%) |
| Fire | + 30%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Pinning Resistance | 22% |
| Confusion Resistance | 20% |
| Disarm Resistance | 43% |
| Knockback Resistance | 64% |
| Instadeath Resistance | 100% |
| Blind Resistance | 22% |
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 419 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 80 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 498% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
Class Talents
| Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Fearfire | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Corruption / Oppression | 1.30 |
| 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 successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost tinker (level 2 of Ruins of Kor'Pul)As a reward you gained knowledge of tinker technology. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 Shax the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed electric eel tail. * You've found the needed minotaur nose. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed red crystal shard. * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' | 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 |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
Equipment
| On feet | Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
| Light source | Layotira the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Apr +1 ----- def ----- Resists +3% darkness +9% fire Mind.save +3 (+1 eff.) Max.HP +80.00 HP.reg +2.00 ---------- 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. |
| On head | Boltqueller (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +2 Dex +2 Cun dps ---------- Res.pen +5% lightning Acc +20 (+7 eff.) Apr +5 ----- def ----- Armour +3 Fatigue +5% Die.at -60.00 life ---------- misc Stam/turn +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | Fogbane [power 230] (12/15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +3 Str +4 Con dps ---------- Res.pen +10% fire ----- def ----- Resists +9% darkness Create a radius 3 storm for 5 turns. Each turn, creatures within take 46 lightning damage and will be dazed for 1 turn (230 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | copper ring 'Balomnir'0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% blight Res.pen +10% arcane Melee Ret 4 arcane ----- def ----- Resists +3% blight +9% temporal +5% arcane Max.HP +22.00 Disarm- +22% Pinning- +22% Knockbk- +24% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| On fingers | Halystir0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Dex +7 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) Dmg.mod +6% blight Acc +8 (+3 eff.) Melee Ret 8 blight ----- def ----- Resists +3% blight Spell.save +6 (+3 eff.) Rings make your fingers look great! |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | dwarven-steel greatmaul 'Belytha' (149% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 149% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +7 blight +10 light Against +14% Undead On Hit: 20% Epidemic 3 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 25 While equipped: Stats +1 Mag +2 Con dps ---------- Phys.pwr +10 (+4 eff.) S.pwr/crit +2 Res.pen +15% arcane +10% physical ----- def ----- Disease- +25% Disarm- +21% ---------- misc Mana/s.crit +2.00 Massive two-handed mauls. |
| On hands | Gloryssra the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Dex +6 Mag +4 Wil dps ---------- Spell.pwr +7 (+2 eff.) S.pwr/crit +6 Melee+ 4 arcane Dmg.mod +4% arcane Acc +11 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +4% arcane HP.reg +2.00 ---------- misc Stam/turn +0.50 Mana/turn +0.04 Max.stam +13.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Beladar the dwarven-steel plate armour (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Res.pen +10% blight Melee Ret 2 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 * 20% chance to reduce armor by 35% ----- def ----- Armour +11 Fatigue +22% Resists +3% acid +21% fire Mind.save +13 (+6 eff.) Max.HP +32.00 HP.reg +4.00 Heal.mod +13% A suit of armour made of metal plates. |
| Cloak | linen cloak 'Voidmarrow' (1 def, 14 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Dmg.mod +3% fire +3% darkness +3% physical Res.pen +15% physical ----- def ----- Armour +14 Defense +1 (+0 eff.) Resists +12% cold Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Hailstreak the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Apr +2 On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Defense +20 (+10 eff.) Resists +9% cold +13% light +12% darkness Blind- +22% ---------- misc Stam/turn +1.00 Amulets make your neck look great! |
Inventory
regeneration infusion of the warrior (heal 340; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 340 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 405; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 405 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 18%; magical; dur 2; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 19%; mental; dur 4; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 19% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 21%; magical; dur 3; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
Mirror Image Rune (dur 6; cd 24)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. |
manasurge rune (regen 911% over 10 turns; mana 46; cd 14)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 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 911% for 10 turns (4 total) and instantly restoring 46 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 42; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 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 42 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. Press to compare to your current inscriptions |
Berogabar the Shinerain0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +18% light ----- def ----- Resists +3% darkness Crit.chn- 10.00% Phys.save +6 (+3 eff.) Die.at -60.00 life Def/telep +10 Res/telep +10% Dur/telep +10% Amulets make your neck look great! |
Splendourstun the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +21% mind Res.pen +10% light ----- def ----- Resists +20% light ---------- misc Light +1 Amulets make your neck look great! |
restful gold amulet of the eclipse0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 7 light 8 darkness Dmg.mod +7% light +8% darkness On Melee Ret: * 7% chance to reduce damage dealt by 14% * 5% chance to blind ----- def ----- Fatigue -4% HP.reg +4.00 Amulets make your neck look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 12.70 cold and 11.37 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Scabravage the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Mov.spd +10% Melee+ 17 light Ranged+ 19 light Dmg.mod +26% light Res.pen +10% nature Acc +5 (+2 eff.) Melee Ret 6 nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Defense +9 (+4 eff.) Resists +26% light Blinding Speed: Puts all charms on 40 cooldown Level 5.2 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 41% for 5 turns. Rings make your fingers look great! |
Xerumira the Scabwire0.1 T3 ring jewelry [Rare] Master While equipped: Stats +5 Dex dps ---------- Dmg.mod +21% acid Res.pen +25% nature Acc +10 (+4 eff.) On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +6% acid Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
Elenugohek (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold Acc +30 (+10 eff.) ----- def ----- Resists +6% nature Spell.save +6 (+3 eff.) Max.HP +100.00 Confus- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short ash magestaff of channeling (111% power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +5% Phys.pwr +6 (+2 eff.) Spell.pwr +22 (+7 eff.) Dmg.mod +15% lightning Acc +6 (+2 eff.) ---------- misc Mana/turn +0.20 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of illumination (120% power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego] Nature Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Defense +7 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.00 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
warbringer's dwarven-steel battleaxe (141% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Master Power 142% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+4 eff.) Res.pen +10% physical ----- def ----- Disarm- +17% Massive two-handed battleaxes. |
plaguebringer's steel longsword (110% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 2 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 25 While equipped: ----- def ----- Disease- +12% Sharp, long, and deadly. |
steel mace of daylight (105% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane Power 106% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +8 light Against +6% Undead Blunt and deadly. |
dwarven-steel waraxe of projection (118% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Psionic Power 119% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) One-handed war axes. |
hateful dwarven-steel dagger of massacre (121% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Power 122% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 darkness Against +11% Living Sharp, short and deadly. |
warbringer's dwarven-steel dagger of rage (110% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego++] Master Power 110% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Str +2 Con dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +7% physical Res.pen +7% physical Acc +8 (+3 eff.) ----- def ----- Disarm- +14% Sharp, short and deadly. |
blooming vined mindstar (81% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 82% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Heal.mod +11% Heal/summ +10 ---------- misc 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. |
horrifying vined mindstar of balance (87% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 3 mind 5 darkness Dmg.mod +2% mind +2% darkness ----- def ----- Phys.save +3 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 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. |
Great Caller (100% power, 18 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 34 [Unique] Nature Power 100% Range: 1.1x Uses 30% Wil, 50% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.crit +6% Mind.pwr +12 (+6 eff.) Dmg.mod +8% fire +8% physical +8% cold ----- def ----- Heal/summ +30 ---------- misc Max.summ +2 Masteries +0.10 Wild-gift/Summoning (utility) +0.10 Wild-gift/Summoning (augmentation) +0.10 Wild-gift/Summoning (melee) +0.10 Wild-gift/Summoning (distance) +0.10 Wild-gift/Summoning (advanced) Gives a 30% chance that your nature summons appear as wild summons. This mindstar constantly emits a low tone. Life seems to be pulled towards it. |
blooming thorny mindstar of gales (98% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon [Ego+] Nature Power 99% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% lightning +7% cold +9% physical ----- def ----- Defense +12 (+6 eff.) Heal.mod +10% Heal/summ +25 Pinning- +20% ---------- misc 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. |
gifted thorny mindstar of balance (96% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 96% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +11 (+6 eff.) ----- def ----- Phys.save +2 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+1 eff.) ---------- misc Equi/ret +1.30 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. |
gifted thorny mindstar of life (97% power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.80 ---------- misc 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. |
cured leather sling 'Splendourstoker'4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Proj.spd +200% Ranged+ +6 fire On Hit.r1 +8 light While equipped: Stats +5 Str +4 Mag +2 Wil +1 Cun dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Dmg.mod +8% fire Slings are used to hurl stones or metal shots at your foes. |
Hellswift4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Rare] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit.r1 +16 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) ----- def ----- Resists +9% blight +6% temporal +6% darkness +12% cold Slings are used to hurl stones or metal shots at your foes. |
hardened leather sling of cunning (+2)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Cun dps ---------- Res.pen +5% physical Slings are used to hurl stones or metal shots at your foes. |
chilling quiver of ash arrows (21/21, 119% power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane Power 120% Range: 1.4x Uses 50% Str, 70% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +8 cold Arrows are used with bows to pierce your foes to death. |
crackling dwarven-steel shield (0 def, 6 armour, 79 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +6 Fatigue +8% Resists +12% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
focusing cashmere robe of protection (2 def, 2 armour)2.0 T3 cloth armor [Ego] Master/Psionic While equipped: Stats +6 Mag +5 Wil ----- def ----- Armour +2 Defense +2 (+1 eff.) Resists +11% all Phys.save +15 (+7 eff.) ---------- misc Mana/turn +0.13 Psi/turn +0.14 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cleansing cured leather armour of the deep (6 def, 6 armour)9.0 T2 light armor [Ego+] Nature/Disrupt While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Fatigue +7% Resists +6% acid +8% cold +12% nature +11% blight ---------- misc Breathe water A suit of armour made of leather. |
hardened leather armour of command (15 def, 9 armour)9.0 T3 light armor [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +15 (+7 eff.) Fatigue +8% Mind.save +12 (+6 eff.) A suit of armour made of leather. |
rejuvenating hardened leather armour of fire resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Nature/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +19% fire HP.reg +2.50 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
rejuvenating iron mail armour of acid resistance (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +15% acid HP.reg +2.50 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
Floesin (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex dps ---------- Crit.mult +20.00% Dmg.mod +3% light +9% cold ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +25% cold ---------- misc Stam/turn +1.00 A suit of armour made of mail. |
Korychak1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +4 (+2 eff.) Res.pen +5% physical Acc +20 (+7 eff.) ----- def ----- Resists +9% acid +9% darkness +6% lightning Phys.save +6 (+3 eff.) Spell.save +10 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
linen cloak 'Gabrethra' (1 def, 4 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +2 Con ----- def ----- Armour +4 Defense +1 (+0 eff.) Resists +15% light Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of hardened leather boots of rushing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +3 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. |
Phoenixgrit (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Con dps ---------- Dmg.mod +9% fire Res.pen +20% fire +20% cold Melee Ret 4 nature 10 cold ----- def ----- Armour +4 Fatigue +3% Resists +6% fire Phys.save +19 (+9 eff.) Mind.save +16 (+8 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [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. |
cashmere wizard hat 'Isyra' (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +3.0% Phys.pwr +10 (+4 eff.) Dmg.mod +15% physical +13% cold Acc +10 (+4 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +19% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Korebar' (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.crit +1% Crit.mult +10.00% Melee Ret 4 mind ----- def ----- Armour +1 Fatigue +1% Resists +5% cold Mind.save +3 (+1 eff.) ---------- misc Breathe water A cap made of leather. |
Hareromidor the Shadowpain (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +1 Dex +5 Con dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 14% ----- def ----- Armour +3 Fatigue +3% Resists +9% darkness +6% cold ---------- misc Light +3 Infravis +1 A cap made of leather. |
insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +7% fire +5% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [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 (+6 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. |
stabilizing dwarven-steel helm of trickery (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Apr +5 ----- def ----- Armour +4 Fatigue +4% Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
395 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Cinderrune the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +1 Str +3 Con dps ---------- Phys.crit +4.0% Res.pen +10% fire ----- def ----- Resists +13% blight +12% lightning Die.at -20.00 life HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's alchemist's lamp of the zealot1.0 T3 lite [Ego+] Nature/Disrupt While equipped: ----- def ----- Resists +3% all Phys.save +8 (+4 eff.) Spell.save +7 (+3 eff.) Heal.mod +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.6 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 124.49 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 124.49 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
dwarven-steel pickaxe 'Sparkbloom' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +9% lightning +12% acid Res.pen +10% darkness +20% lightning Melee Ret 4 lightning ----- def ----- Max.HP +25.00 ---------- misc Max.stam +20.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Jamarre the Drem Doombringer level 19
36th Profit 122nd year of Ascendancy at 20:59 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Jamarre the Drem Doombringer level 10
30th Voratun 122nd year of Ascendancy at 19:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Jamarre the Drem Doombringer level 20
44th Profit 122nd year of Ascendancy at 21:33 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Jamarre the Drem Doombringer level 6
21st Voratun 122nd year of Ascendancy at 11:21 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Jamarre the Drem Doombringer level 8
25th Voratun 122nd year of Ascendancy at 18:03 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jamarre the Drem Doombringer level 16
13rd Profit 122nd year of Ascendancy at 14:11 see stats
Log
Lisimira the sandworm destroyer is free from the illness.
Vorigatira the gigantic gravity worm stops bleeding black blood.
Porumira the gigantic corrosive tunneler stops burning.
Porumira the gigantic corrosive tunneler converts some damage to Psi!
Porumira the gigantic corrosive tunneler's Beyond the Flesh hits Jamarre for (10 abyssal shield), 10 physical, (4 abyssal shield), 4 mind, (9 abyssal shield), 9 physical (23 total damage).
Jamarre receives 2 healing from Devouring flames from Jamarre.
Black Blood Bleeding from Jamarre hits Lisimira the sandworm destroyer for (11 flat reduction), 0 darkness (0 total damage).
Burning from Jamarre hits Vorigatira the gigantic gravity worm for 2 fire damage.
Burning from Jamarre hits Lisimira the sandworm destroyer for (5 flat reduction), 0 fire (0 total damage).
Black Blood Bleeding from Jamarre hits Porumira the gigantic corrosive tunneler for 4 to psi, 6 darkness (10 total damage).
Jamarre receives 2 healing from Devouring flames from Jamarre.
Burning from Jamarre hits Thought-forged warrior for 3 fire damage.
Jamarre receives 2 healing from Devouring flames from Jamarre.
Black Blood Bleeding from Jamarre hits Thought-forged warrior for 12 darkness damage.
Melee retaliation hits Porumira the gigantic corrosive tunneler for 4 to psi, 6 blight, 1 to psi, 1 arcane, 3 to psi, 4 fire (19 total damage).
Melee retaliation hits Thought-forged warrior for 18 blight, 2 arcane, 12 fire (32 total damage).
Jamarre receives 2 healing from Devouring flames from Jamarre.
Epidemic from Jamarre hits Lisimira the sandworm destroyer for (12 flat reduction), 5 blight (5 total damage).
Thought-forged warrior hits Jamarre for (15 abyssal shield), 15 physical (15 total damage).
Lisimira the sandworm destroyer throws a concussive punch.
You feel a surge of power as a powerful creature falls nearby.
Porumira the gigantic corrosive tunneler converts some damage to Psi!
Melee retaliation hits Lisimira the sandworm destroyer for (12 flat reduction), 1 blight, (3 flat reduction), 0 arcane, (10 flat reduction), 0 fire (1 total damage).
Lisimira the sandworm destroyer hits Jamarre for (56 abyssal shield), 159 physical, (55 abyssal shield), 245 physical (404 total damage).
Lisimira the sandworm destroyer hits Thought-forged warrior for 312 physical damage.
Lisimira the sandworm destroyer hits Vorigatira the gigantic gravity worm for 312 physical damage.
Lisimira the sandworm destroyer hits Huge sandworm burrower for 0 physical damage.
Lisimira the sandworm destroyer hits Porumira the gigantic corrosive tunneler for (70 to psi shield), 75 to psi, 108 physical (183 total damage).
Jamarre the level 21 drem doombringer was tortured to death by Lisimira the sandworm destroyer on level 1 of Sandworm lair.
Porumira the gigantic corrosive tunneler deactivates Thought-Form: Warrior.
































































































































