Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Uncloak of Inconvenience 1.2.5Sets undead starting faction to Allied Kingdoms so you won't die mashing buttons in the world map because you had the AUDACITY to equip that Wrap of Stone. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Embers Races for Maj'Eyal Campaign 1.4.4Adds Embers of Rage races for use in the Maj'Eyal Campaign. Currently they all start in the Trollmire, Allied faction, with the default Human quest. Suggestions for that stuff is welcome. DarkGod pretty much showed me how to do this, so thank you! Yeti/Whitehoof will be locked unless you've unlocked them in the Embers of Rage DLC. I'm still new at this, so let me know if there are any issues and I'll try to sort them out. V1.0.1 is up, I wasn't paying attention when I did it through TOME so I just got rid of the old version. This version should hopefully add in the random escort quests for the three races, since they weren't defined before. 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 Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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 |
Campaign | Maj'Eyal |
Mode | Nightmare Roguelike |
Sex | Male |
Race | Thalore |
Class | Wyrmic |
Level / Exp | 37 / 79% |
Size | big |
Lifes / Deaths | Killed by Xuldamira the faerlhing at level 31 on the 51st Regrowth 123rd year of Ascendancy at 10:21 / 3Killed by orc cryomancer at level 37 on the 10th Pyre 123rd year of Ascendancy at 12:31 Killed by orc pyromancer at level 37 on the 10th Pyre 123rd year of Ascendancy at 12:38 |
Primary Stats
Strength | 60 (base 45) |
Dexterity | 37 (base 10) |
Constitution | 19 (base 11) |
Magic | 11 (base 10) |
Willpower | 90 (base 60) |
Cunning | 67.000000000001 (base 47) |
Resources
Life | -51/1316 |
Equilibrium | 10 |
Healing Factor | 1.2791723257556 |
Regeneration | 22.081391814532 |
Speed
Mental | +12.02863780958% |
Attack | +12.02863780958% |
Movement | +48.666203345% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
See Stealth | 14 |
See Invisible | 7 |
Offense: Mainhand
Damage | 83 |
Accuracy | 59 |
Crit Chance | 51% |
APR | 24 |
Speed | 0.89 |
Offense: Offhand
Damage | 85 |
Accuracy | 59 |
Crit Chance | 56% |
APR | 25 |
Speed | 0.89 |
Offense: Spell
Spellpower | 3.6666666666667 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 58 |
Crit Chance | 52% |
Speed | 0.8926289023524 |
Offense: Damage Bonus
Acid | +59% |
Blight | +20% |
Arcane | +10% |
Cold | +32% |
All | 0% |
Lightning | +32% |
Physical | +40% |
Darkness | +26% |
Fire | +41% |
Nature | +66% |
Offense: Damage Penetration
Acid | +30% |
Blight | +30% |
Physical | +50% |
Cold | +30% |
All | 0% |
Lightning | +35% |
Darkness | +30% |
Fire | +30% |
Nature | +30% |
Defense: Base
Armour (hardiness) | 31.08934837382 (81.151787968034%) |
Defense | 20 |
Ranged Defense | 20 |
Fatigue | 26 |
Physical Save | 44 |
Spell Save | 53 |
Mental Save | 44 |
Defense: Resistances
Acid | + 63%( 70%) |
Blight | + 55%( 70%) |
Arcane | + 21%( 70%) |
Cold | + 37%( 70%) |
All | + 11%( 70%) |
Darkness | + 37%( 70%) |
Physical | + 33%( 70%) |
Lightning | + 25%( 70%) |
Mind | + 13%( 70%) |
Fire | + 36%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 32% |
Knockback Resistance | 70% |
Stun Resistance | 25% |
Poison Resistance | 0% |
Blind Resistance | 53% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 249 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 568 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical and mental effect and reduce all damage taken by 34% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 25 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -526 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1052 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. |
Class Talents
Wild-gift / Cold drake aspect | 1.60 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Sand drake aspect | 1.60 |
| 5/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Fire drake aspect | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Higher draconic abilities | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Wild-gift / Venom drake aspect | 1.60 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Wild-gift / Storm drake aspect | 1.60 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 5/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 5/5 |
| 2/5 |
| 1/5 |
| 3/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Thorn Grab (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Willpower by +5. | done |
You failed to protect the repented thief from death by Ryo. Escort: repented thief (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Lost Dwarven Kingdom of Reknor. Escort: repented thief (level 2 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Old Forest. Escort: temporal explorer (level 2 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Trollmire. Escort: temporal explorer (level 3 of Trollmire)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Dreaming One. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the training room. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 474. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit has completed an elixir of serendipity without your aid. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed green worm. * You've found the needed faerlhing fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of dwarven-steel boots 'Eilinuyawe' (0 def, 4 armour) =dex= pair of dwarven-steel boots 'Eilinuyawe' (0 def, 4 armour) =dex=3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +5 Str +14 Dex +4 Wil +4 Cun dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +20% physical ----- def ----- Armour +4 Fatigue +3% Phys.save +10 (+3 eff.) Spell.save +10 (+4 eff.) Mind.save +11 (+4 eff.) ---------- misc Max.psi +30.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | watchleader's alchemist's lamp of health watchleader's alchemist's lamp of health1.0 T3 lite [Ego+] Nature/Master While equipped: ----- def ----- Max.HP +44.00 Blind- +28% Confus- +22% ---------- misc Light +9 See.Stealth +14 See.Invis +7 Track: Puts all charms on 40 cooldown Level 2.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | umbral voratun gauntlets of magic (+3) (0 def, 3 armour) umbral voratun gauntlets of magic (+3) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 15 darkness Dmg.mod +6% darkness +10% arcane ----- def ----- Armour +3 Fatigue +5% Resists +12% darkness Unarmed combat: Power 32.0 - 44.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% Melee+ +11 arcane On Crit.r2 +9 arcane On Hit: 20% Moonlight Ray 5 On Hit: * 12% chance to reduce damage dealt by 28% Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | supercharged elven-wood totem of summon tentacle [power 365] (15/30 cooldown) supercharged elven-wood totem of summon tentacle [power 365] (15/30 cooldown)2.0 T4 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 799 Base Damage: 365 Armor: 25 All Resist: 0 Puts all charms on 30 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Ring of Growth Ring of Growth0.1 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. |
On fingers | steel ring 'Rimewar' steel ring 'Rimewar'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid +9% fire Melee Ret 2 cold ----- def ----- Resists +24% acid +15% fire +3% mind +9% cold Rings make your fingers look great! |
Around neck | Fanged Collar Fanged Collar0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 You have died, but that does not bother the collar at all... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
In main hand | Eye of the Wyrm (16-18 power, 24 apr, physical damage) Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 10% Cun, 20% Str Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% cold 20% lightning 20% fire While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+3 eff.) Dmg.mod +12% lightning +12% physical +12% fire +12% acid +12% cold ----- def ----- Resists +10% acid +10% physical +10% fire +10% lightning +10% cold ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Fire Breath: Level 6.4 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 9. Any target caught in the area will take 928.43 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
Around waist | balancing hardened leather belt of the giants balancing hardened leather belt of the giants1.0 T3 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Phys.crit +10.0% Mind.crit +7% Phys.pwr +4 (+1 eff.) ----- def ----- Spell.save +8 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Oozing Heart (17-19 power, 25 apr, nature slow damage) Oozing Heart (17-19 power, 25 apr, nature slow damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Disrupt Power 17.0 - 18.7 Nature slow Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +25 Crit +7.0% Atk.spd 100% While equipped: Stats +2 Cun +6 Wil dps ---------- Mind.crit +8% Mind.pwr +12 (+3 eff.) Dmg.mod +18% nature +15% acid ----- def ----- Resists +12% arcane +12% blight Spell.save +15 (+5 eff.) ---------- misc Masteries +0.10 Wild-gift/Slime +0.10 Wild-gift/Ooze Ooze Spit: Level 2.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 800% of base Description: Spit slime at your target doing 111.49 nature damage and slowing it down by 30% for 3 turns. The damage will increase with the Dexterity stat This mindstar oozes a thick, caustic liquid. Magic seems to die around it. |
Cloak | Yvybeth the cashmere cloak (2 def, 0 armour) Yvybeth the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Phys.crit +3.0% Crit.mult +10.00% Phys.pwr +4 (+1 eff.) Acc +15 (+5 eff.) ----- def ----- Defense +2 (+1 eff.) Fatigue -4% Spell.save +18 (+6 eff.) Knockbk- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Flashoblivion the stralite plate armour (0 def, 13 armour) Flashoblivion the stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Random Unique] Disrupt/Master While equipped: Stats +4 Str +4 Con dps ---------- Res.pen +5% lightning ----- def ----- Armour +13 Fatigue +22% Resists +14% blight +7% physical +20% nature Phys.save +11 (+4 eff.) Die.at -40.00 life Max.HP +54.00 Disarm- +20% A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
elven-wood longbow elven-wood longbow4.0 T4 longbow 2H weapon Reqs Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Longbows are used to shoot arrows at your foes. |
Brenochak the Chargenight (34-48 power, 5 apr) Brenochak the Chargenight (34-48 power, 5 apr)3.0 T4 mace 1H weapon [Random Unique] Arcane/Master/Psionic Power 34.5 - 48.3 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% Melee+ +9 temporal On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +9.0% Phys.pwr +9 (+3 eff.) Dmg.mod +6% lightning +12% fire ----- def ----- Resists +12% lightning +14% temporal +3% fire Blunt and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage) Eye of Summer (8-9 power, 18 apr, fire damage)3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Fire Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) All.spd +5% Dmg.mod +10% fire Res.pen +10% fire ----- def ----- Resists -10% cold On Mind Hit: 10% Flame Fury 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
honing living mindstar (16-17 power, 40 apr, mind damage) honing living mindstar (16-17 power, 40 apr, mind damage)3.0 T5 mindstar 1H weapon [Ego+] Nature/Psionic Power 15.5 - 17.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+3 eff.) Dmg.mod +6% physical Res.pen +4% physical ----- def ----- Resists +7% physical ---------- 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. |
Staff of Bones (20-24 power, 4 apr, darkness element) Staff of Bones (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Darkness Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+5 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
elven-wood magestaff (25-30 power, 5 apr, lightning element) elven-wood magestaff (25-30 power, 5 apr, lightning element)5.0 T4 staff 2H weapon Reqs Mag 35 [Normal] Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +12 (+3 eff.) Dmg.mod +25% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
enhanced voratun steamgun enhanced voratun steamgun4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Nature/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +9 Str +10 Dex +10 Mag +7 Wil +3 Cun +11 Con Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
balanced dwarven-steel waraxe of rage (18-24 power, 4 apr) balanced dwarven-steel waraxe of rage (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Str dps ---------- Dmg.mod +9% physical Acc +15 (+5 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% One-handed war axes. |
noble's rough leather belt of dampening noble's rough leather belt of dampening1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +15% Summoned ----- def ----- Resists +6% acid +5% fire +6% lightning +6% cold D.Red.from +15% Summoned A belt that goes around your waist. |
cashmere cloak 'Flashstreak' (12 def, 7 armour) =dex= cashmere cloak 'Flashstreak' (12 def, 7 armour) =dex=2.0 T3 cloak armor [Rare] Master While equipped: Stats +6 Dex +3 Con dps ---------- Dmg.mod +6% arcane Res.pen +20% fire ----- def ----- Armour +7 Defense +12 (+6 eff.) Resists +16% cold Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
tormentor's silk robe (0 def, 0 armour) tormentor's silk robe (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Crit.mult +13.00% ----- def ----- Resists +13% all ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Chamoreldil (0 def, 1 armour) Chamoreldil (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +6% acid Res.pen +20% acid Acc +5 (+2 eff.) ----- def ----- Armour +1 Resists +3% acid Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) A pair of boots made of leather. |
dreamer's pair of dwarven-steel boots of evasion (5 def, 4 armour) dreamer's pair of dwarven-steel boots of evasion (5 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Master/Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Phys.save +11 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 28% chance to evade melee and ranged attacks and 22 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour) dreamer's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master/Psionic While equipped: Stats +3 Cun +2 Wil ----- def ----- Armour +4 Fatigue +3% Phys.save +5 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) ---------- misc Stam/turn +0.70 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +8% physical ----- def ----- Armour +4 Defense +8 (+4 eff.) Disarm- +40% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 25.0 - 35.0 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +10.0% Atk.spd 87% On Hit: 20% Poisonous Bite 3 On Hit: 10% Quick as Thought 3 On Hit: 5% Implode 1 Mindhook: Level 4.0 Pwr.cost 16 out of 24/24. Range 6 Travel.spd instantaneous Is a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
brawler's hardened leather gloves of archery (0 def, 2 armour) =dex= brawler's hardened leather gloves of archery (0 def, 2 armour) =dex=1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +7 Dex +8 Cun dps ---------- Acc +7 (+3 eff.) Apr +5 ----- def ----- Armour +2 Phys.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +12 Apr +10 Crit +10.0% Atk.spd 100% On Hit: 10% Set Up 3 On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Blazearc' (0 def, 2 armour) dwarven-steel gauntlets 'Blazearc' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 7 acid Dmg.mod +5% acid +15% light +9% mind ----- def ----- Armour +2 Fatigue +3% Resists +7% acid +6% light Unarmed combat: Power 19.5 - 27.3 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Steel Helm of Garkul (0 def, 6 armour) 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 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
rejuvenating hardened leather armour of the hero (9 def, 6 armour) =dex= rejuvenating hardened leather armour of the hero (9 def, 6 armour) =dex=9.0 T3 light armor [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +30.00 HP.reg +2.80 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
radiant stralite plate armour (0 def, 13 armour) radiant stralite plate armour (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Nature While equipped: Stats +5 Wil ----- def ----- Armour +13 Fatigue +22% Resists +15% blight +14% darkness ---------- misc Light +1 A suit of armour made of metal plates. |
stralite plate armour 'Arana' (13 def, 24 armour) =water= stralite plate armour 'Arana' (13 def, 24 armour) =water=17.0 T4 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +9 Cun +2 Mag ----- def ----- Armour +24 Defense +13 (+6 eff.) Fatigue +22% Resists +13% acid +12% cold +25% lightning Spell.save +9 (+3 eff.) Mind.save +20 (+7 eff.) ---------- misc Mana/turn +0.08 Mana/s.crit +2.00 Breathe water A suit of armour made of metal plates. |
flaming quiver of elven-wood arrows of crippling (23/23, 45-63 power, 14 apr) flaming quiver of elven-wood arrows of crippling (23/23, 45-63 power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane/Master Power 45.0 - 63.0 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 23 On Hit.r1 +14 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
tundral quiver of elven-wood arrows of accuracy (17/17, 47-66 power, 14 apr) tundral quiver of elven-wood arrows of accuracy (17/17, 47-66 power, 14 apr)3.0 T4 arrow ammo [Ego] Nature/Master Power 47.0 - 65.8 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Acc +26 Apr +14 Crit +2.5% Capacity 17 Ranged+ +27 cold On Crit.r2 +12 cold Arrows are used with bows to pierce your foes to death. |
5 agate 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. |
593 alchemist agate 593 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. |
3 onyx 3 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. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 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. |
2 sapphire 2 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 topaz 8 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
spinel 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. |
alchemist's lamp alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Shadowpunish' brass lantern 'Shadowpunish'2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +12% darkness +3% temporal Max.HP +43.00 Disarm- +10% Confus- +10% ---------- 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. |
Orb of Many Ways Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
7 garnet 7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) 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. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 405.04 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
blazing pouch of iron shots of torment (18/18, 16-19 power, 1 apr) blazing pouch of iron shots of torment (18/18, 16-19 power, 1 apr)3.0 T1 shot ammo [Ego+] Nature/Psionic Power 16.0 - 19.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 18 Ranged+ +11 fire On Crit.r2 +6 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Shots are used with slings to pummel your foes to death. |
It Which Writhes =dex= It Which Writhes =dex=0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Honeywood Chalice Honeywood Chalice2.0 T4 totem charm [Unique] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +5% physical ----- def ----- Resists +10% nature Phys.save +10 (+3 eff.) HP.reg +0.15 Heal.mod +10% ---------- misc Talents +1 Battle Trance This wooden cup seems perpetually filled with a thick sap-like substance. Tasting it is exhilarating, and you feel intensely aware when you do so. |
innervating elven-wood totem of stinging [power 428] (15/15 cooldown) innervating elven-wood totem of stinging [power 428] (15/15 cooldown)2.0 T4 totem charm [Ego+] Nature Sting an enemy dealing 710 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to reduce fatigue by 32% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
8 amethyst 8 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. |
8 quartz 8 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. |
3 amber 3 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 ametrine 4 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. |
4 citrine 4 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. |
3 zircon 3 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. |
Achievements
By Ryo the Thalore Wyrmic level 27
72nd Haze 122nd year of Ascendancy at 20:13 see stats
By Ryo the Thalore Wyrmic level 33
54th Regrowth 123rd year of Ascendancy at 09:50 see stats
By Ryo the Thalore Wyrmic level 32
52nd Regrowth 123rd year of Ascendancy at 09:38 see stats
By Ryo the Thalore Wyrmic level 37
68th Regrowth 123rd year of Ascendancy at 13:02 see stats
By Ryo the Thalore Wyrmic level 35
64th Regrowth 123rd year of Ascendancy at 22:56 see stats
By Ryo the Thalore Wyrmic level 27
20th Regrowth 123rd year of Ascendancy at 09:22 see stats
By Ryo the Thalore Wyrmic level 14
5th Dusk 122nd year of Ascendancy at 07:22 see stats
By Ryo the Thalore Wyrmic level 34
61st Regrowth 123rd year of Ascendancy at 01:17 see stats
By Ryo the Thalore Wyrmic level 20
43rd Dusk 122nd year of Ascendancy at 04:44 see stats
By Ryo the Thalore Wyrmic level 29
22nd Regrowth 123rd year of Ascendancy at 17:55 see stats
By Ryo the Thalore Wyrmic level 27
12nd Regrowth 123rd year of Ascendancy at 05:59 see stats
By Ryo the Thalore Wyrmic level 22
45th Dusk 122nd year of Ascendancy at 14:07 see stats
By Ryo the Thalore Wyrmic level 35
61st Regrowth 123rd year of Ascendancy at 05:34 see stats
By Ryo the Thalore Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 09:10 see stats
By Ryo the Thalore Wyrmic level 20
40th Dusk 122nd year of Ascendancy at 14:12 see stats
By Ryo the Thalore Wyrmic level 30
33rd Regrowth 123rd year of Ascendancy at 08:00 see stats
By Ryo the Thalore Wyrmic level 24
14th Haze 122nd year of Ascendancy at 15:24 see stats
By Ryo the Thalore Wyrmic level 33
58th Regrowth 123rd year of Ascendancy at 17:13 see stats
By Ryo the Thalore Wyrmic level 28
21st Regrowth 123rd year of Ascendancy at 06:48 see stats
By Ryo the Thalore Wyrmic level 23
69th Dusk 122nd year of Ascendancy at 23:11 see stats
By Ryo the Thalore Wyrmic level 35
61st Regrowth 123rd year of Ascendancy at 05:31 see stats
By Ryo the Thalore Wyrmic level 10
6th Mirth 122nd year of Ascendancy at 23:56 see stats
By Ryo the Thalore Wyrmic level 27
19th Regrowth 123rd year of Ascendancy at 17:48 see stats
By Ryo the Thalore Wyrmic level 27
11st Regrowth 123rd year of Ascendancy at 09:25 see stats
By Ryo the Thalore Wyrmic level 30
36th Regrowth 123rd year of Ascendancy at 09:20 see stats
By Ryo the Thalore Wyrmic level 19
35th Dusk 122nd year of Ascendancy at 11:47 see stats
By Ryo the Thalore Wyrmic level 31
51st Regrowth 123rd year of Ascendancy at 10:21 see stats
By Ryo the Thalore Wyrmic level 31
51st Regrowth 123rd year of Ascendancy at 16:33 see stats
Log
Burning from Orc pyromancer hits Ryo for (16 to ice), 24 fire (24 total damage).
Burning Shock from Orc pyromancer hits Ryo for (14 to ice), 21 fire (21 total damage).
Warmaster Gnarg receives 254 healing from Pride of the Orcs.
Warmaster Gnarg uses Shattering Blow.
Ryo shrugs off the effect 'Sunder Armour'!
Warmaster Gnarg hits Ryo for (72 to ice), 108 physical (108 total damage).
Melee retaliation hits Iceblock for 2 cold damage.
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Ryo performs a melee critical strike against Ryo!
Ryo forces the iceblock to shatter.
Ryo performs a melee critical strike against Ryo!
Ryo is free from the ice.
Ryo hits Iceblock for 21 acid, 19 physical, 19 fire, 17 lightning, 17 cold, 46 physical, 7 arcane, 10 darkness, 106 nature, 10 darkness (267 total damage).
Melee retaliation hits Iceblock for 2 cold, 2 cold, 2 cold (4 total damage).
Warmaster Gnarg stops regenerating health quickly.
Orc cryomancer is no longer inspired.
Orc cryomancer's ice storm area effect hits Ryo for 60 cold damage.
Orc cryomancer's ice storm area effect hits Something for 87 cold damage.
Orc cryomancer's ice storm area effect hits Warmaster Gnarg for 35 cold damage.
Orc cryomancer's ice storm area effect hits Eternal bone giant for (32 absorbed), 0 cold (0 total damage).
Orc cryomancer casts Tidal Wave.
A wave of icy water erupts from the ground!
Eternal bone giant hits Ryo for 5 physical, 5 blight (10 total damage).
Melee retaliation hits Eternal bone giant for (1 absorbed), 0 cold (0 total damage).
Orc pyromancer roars triumphantly.
Talent Infusion: Wild is ready to use.
Burning from Orc pyromancer hits Ryo for 35 fire damage.
Burning Shock from Orc pyromancer hits Ryo for 30 fire damage.
Ryo the level 37 thalore wyrmic was boiled to death by an orc pyromancer on level 2 of Vor Armoury.