Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
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 1.7.6Donators/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 | Maj'Eyal Orc |
Class | Rogue |
Level / Exp | 43 / 24% |
Size | medium |
Lifes / Deaths | Killed by faerlhing at level 26 on the 21st Regrowth 123rd year of Ascendancy at 14:01 / 3Killed by Vor, Grand Geomancer of the Pride at level 43 on the 62nd Dusk 123rd year of Ascendancy at 07:08 Killed by Vor, Grand Geomancer of the Pride at level 43 on the 62nd Dusk 123rd year of Ascendancy at 07:12 |
Primary Stats
Strength | 31 (base 12) |
Dexterity | 79 (base 60) |
Constitution | 71 (base 53) |
Magic | 24 (base 9) |
Willpower | 33 (base 10) |
Cunning | 101 (base 65) |
Resources
Life | -128/1233 |
Stamina | 270/284 |
Healing Factor | 1.981801953332 |
Regeneration | 6.8372167389951 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | -1000 |
Infravision | 7 |
See Stealth | 49.871893227577 |
See Invisible | 49.871893227577 |
Offense: Mainhand
Damage | 129 |
Accuracy | 60 |
Crit Chance | 82% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 60 |
Crit Chance | 74% |
APR | 25 |
Speed | 1.00 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 51% |
Speed | 1 |
Offense: Mind
Mindpower | 49 |
Crit Chance | 45% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Physical | +48% |
Nature | +76% |
Lightning | +13% |
Arcane | +18% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Lightning | +13% |
All | +7% |
Physical | +22% |
Fire | +27% |
Nature | +32% |
Defense: Base
Armour (hardiness) | 11 (57.155997060385%) |
Defense | 68 |
Ranged Defense | 68 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 40 |
Mental Save | 43 |
Defense: Resistances
Darkness | + 39%( 70%) |
Acid | + 39%( 70%) |
Light | + 50%( 80%) |
Nature | + 70%( 70%) |
Blight | + 53%( 70%) |
Physical | + 39%( 70%) |
Fire | + 50%( 70%) |
All | + 28%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 20% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 294 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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 904% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Won't Break Stealth: 100% Is: a nature gift Description: Activate the infusion to heal yourself for 766 life over 5 turns. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 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 -644 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 1288 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 Dexterity stat. |
Class Talents
Cunning / Artifice | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.50 |
| 5/5 |
| 3/5 |
| 1/5 |
| 2/5 |
Technique / Duelist | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Trapping | 2.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 4/5 |
Technique / Throwing knives | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Cunning / Poisons | 2.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Race / Parasite | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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 created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
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 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | 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 Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved talent Vitality (+1 level(s)). | done |
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 Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 6 of Dreadfell. Escort: repented thief (level 6 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by grave wight. Escort: repented thief (level 7 of Dreadfell) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 871. | 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 AlchemistsUngrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed black mamba head. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within2 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* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
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 | Smolderdash the pair of drakeskin leather boots (0 def, 5 armour) Smolderdash the pair of drakeskin leather boots (0 def, 5 armour)2.0 T5 feet armor [Rare] Master While equipped: Stats +15 Lck +8 Dex dps ---------- Dmg.mod +12% fire +6% nature +9% arcane Melee Ret 8 arcane 10 fire ----- def ----- Armour +5 Resists +20% nature +18% fire Stealth +14 A pair of boots made of leather. |
Quiver | The Titan's Quiver (18/18, 62-87 power, 20 apr) The Titan's Quiver (18/18, 62-87 power, 20 apr)3.0 T5 arrow ammo [Unique] Master Power 62.0 - 86.8 Physical Uses 70% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +8.0% Capacity 18 On Crit: * pin the target to the nearest wall These massive arrows are honed to a vicious sharpness, and appear to be nearly unbreakable. They seem more like spikes than any arrow you've ever seen. |
Light source | Dúathedlen Heart Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
On head | Fanged Collar Fanged Collar0.0 T4 head armor [Unique] It's a head... but is it yours? |
On hands | Dakhtun's Gauntlets (0 def, 6 armour) Dakhtun's Gauntlets (0 def, 6 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Arcane/Master While equipped: Stats +6 Str +6 Mag dps ---------- Phys.crit +10.0% Spell.crit +10% Crit.mult +50.00% Dmg.mod +10% physical ----- def ----- Armour +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fashioned by Grand Smith Dakhtun in the Age of Allure, these dwarven-steel gauntlets have been etched with golden arcane runes and are said to grant the wearer unparalleled physical and magical might. |
Tool | Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 9 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Wheel of Fate Wheel of Fate0.1 T4 ring jewelry [Unique] Arcane While equipped: Stats +7 Str +5 Cun +7 Con dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 21 physical Ranged+ 8 physical Dmg.mod +15% physical Res.pen +15% fire On Hit (Melee): * 14% chance to reduce all saves and defense by 30 On Hit (Ranged): * 15% chance to reduce all saves and defense by 30 ----- def ----- Defense +10 (+2 eff.) Resists +15% physical Crit.chn- 15.00% Spell.save +9 (+3 eff.) Knockbk- +20% ---------- misc Hate/m.crit +2.00 Max.hate +11.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
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. |
Around neck | Fanged Collar =LIFE= Fanged Collar =LIFE=0.1 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 | voratun dagger 'Balendur' (53-69 power, 9 apr) voratun dagger 'Balendur' (53-69 power, 9 apr)1.0 T5 dagger 1H weapon [Rare] Master Power 53.0 - 68.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +16.0% Atk.spd 100% Melee+ +8 physical While equipped: Stats +4 Con dps ---------- Phys.crit +4.0% Dmg.mod +15% physical Res.pen +15% physical Acc +25 (+7 eff.) ----- def ----- Die.at -40.00 life Sharp, short and deadly. |
Around waist | Betymina the Moldbone Betymina the Moldbone1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Mind.pwr +5 (+1 eff.) Dmg.mod +9% nature Res.pen +5% fire On Hit (Melee): * 10% chance to slow global speed by 58% ----- def ----- Resists +3% nature +12% fire Max.HP +31.00 A belt that goes around your waist. |
In off hand | elemental stralite dagger of ruin (29-38 power, 9 apr) elemental stralite dagger of ruin (29-38 power, 9 apr)1.0 T4 dagger 1H weapon [Ego++] Arcane/Master Power 29.0 - 37.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * Create an explosion dealing 41 lightning damage (1/turn) While equipped: dps ---------- Phys.crit +11.0% Crit.mult +20.00% Dmg.mod +13% lightning Res.pen +6% lightning Apr +12 Sharp, short and deadly. |
Cloak | Veluwen the Muckvenom (3 def, 0 armour) Veluwen the Muckvenom (3 def, 0 armour)2.0 T5 cloak armor [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +11 Wil +5 Cun dps ---------- Spell.crit +8% Mind.crit +7% Dmg.mod +9% acid +9% arcane +3% nature Res.pen +15% nature Melee Ret 2 acid 2 arcane On Hit (Melee): * 10% chance to reduce armor by 24% ----- def ----- Defense +3 (+1 eff.) Spell.save +15 (+5 eff.) Mind.save +13 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+3 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
regeneration infusion (heal 419; 15 cd) regeneration infusion (heal 419; 15 cd)0.1 infusion scroll [Normal] 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) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 419 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
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! |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Umbral Razor (25-32 power, 10 apr) =MAG= Umbral Razor (25-32 power, 10 apr) =MAG=1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 70.43 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
stralite greatsword 'Shiversweep' (48-78 power, 3 apr) stralite greatsword 'Shiversweep' (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon Reqs Str 35 [Random Unique] Master/Psionic Power 48.5 - 77.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +39 darkness +12 cold Against +44% Living On Hit.r1 +12 cold On Crit.r2 +12 cold While equipped: dps ---------- Dmg.mod +6% darkness +12% cold Res.pen +19% physical Acc +24 (+6 eff.) Apr +16 ----- def ----- Resists +6% acid Massive two-handed swords. |
mighty dragonbone longbow of dexterity (+2) mighty dragonbone longbow of dexterity (+2)4.0 T5 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 While equipped: Stats +2 Str +8 Dex dps ---------- Phys.pwr +15 (+5 eff.) Res.pen +8% physical Longbows are used to shoot arrows at your foes. |
Dawn's Blade (50-70 power, 7 apr) Dawn's Blade (50-70 power, 7 apr)3.0 T5 longsword 1H weapon Reqs Str 35 [Unique] Arcane If the sun doesn't set, dawn's power lasts forever. Power 50.0 - 70.0 Light Uses 25% Mag, 80% Str Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 100% Against +25% Undead +25% Demon While equipped: dps ---------- Spell.crit +4% Spell.pwr +10 (+5 eff.) Dmg.mod +20% light Res.pen +25% light ---------- misc Light +2 Cooldown Healing Light -3 Barrier -5 Providence -10 Bathe in Light -5 Masteries +0.20 Celestial/Sun +0.20 Celestial/Combat +0.20 Celestial/Light Invoke dawn, inflicting 123.00 light damage in radius 5 (based on Magic) and lighting the area within radius 10. Uses 29 power out of 35/35 Said to have been forged in the earliest days of the Sunwall, this longsword shines with the light of daybreak, capable of banishing all shadows. |
Thunderfall (50-70 power, 6 apr) Thunderfall (50-70 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 50 [Unique] Psionic Power 50.0 - 70.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Hit.r1 +50 lightning +50 physical On Crit.r2 +100 lightning +100 physical Perform a melee strike against a target at up to range 10 for an automatic critical hit as lightning damage. Uses 50 power out of 60/60 Tremendous power is concentrated in this heavy mace. Just dropping it can knock down nearby walls. |
magewarrior's short dragonbone magestaff of breaching (30-36 power, 6 apr, cold element) magewarrior's short dragonbone magestaff of breaching (30-36 power, 6 apr, cold element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +15 (+5 eff.) Spell.pwr +20 (+10 eff.) Dmg.mod +30% cold Res.pen +15% cold Acc +10 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone magestaff of protection (30-36 power, 6 apr, lightning element) magewarrior's short dragonbone magestaff of protection (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego++] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +8.0% Spell.crit +8% Phys.pwr +11 (+3 eff.) Spell.pwr +20 (+10 eff.) Dmg.mod +30% lightning Acc +10 (+3 eff.) ----- def ----- Resists +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
magewarrior's short dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element) magewarrior's short dragonbone starstaff of illumination (30-36 power, 6 apr, temporal element)5.0 T5 staff 1H weapon Reqs Mag 48 [Ego+] Nature/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Phys.crit +9.0% Spell.crit +8% Phys.pwr +10 (+3 eff.) Spell.pwr +22 (+11 eff.) Dmg.mod +30% temporal Acc +11 (+3 eff.) ----- def ----- Defense +9 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 5 cooldown Level 2.0 Pwr.cost 5 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 68.48 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. |
rough leather belt of unlife =water= rough leather belt of unlife =water=1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
battlemaster's elven-silk cloak (3 def, 0 armour) battlemaster's elven-silk cloak (3 def, 0 armour)2.0 T5 cloak armor [Ego+] Master While equipped: Stats +4 Str +4 Dex +5 Con ----- def ----- Defense +3 (+1 eff.) Spell.save +6 (+2 eff.) ---------- misc Stam/turn +0.90 Masteries +0.30 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Aruvena the Blindmoon (0 def, 0 armour) Aruvena the Blindmoon (0 def, 0 armour)2.0 T4 cloth armor [Random Unique] Nature While equipped: Stats +12 Str +10 Mag +12 Wil dps ---------- Dmg.mod +26% lightning +28% physical +12% arcane +41% cold Res.pen +10% arcane ----- def ----- Resists +17% lightning +53% cold +12% light +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
silk robe 'Corruptionclash' (0 def, 8 armour) silk robe 'Corruptionclash' (0 def, 8 armour)2.0 T4 cloth armor [Rare] Arcane While equipped: Stats +2 Dex dps ---------- Crit.mult +30.00% Dmg.mod +22% darkness Res.pen +25% nature Apr +5 ----- def ----- Armour +8 Resists +33% darkness +13% all ---------- misc Equi/ret +0.04 Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Aragada the Purenaught (0 def, 1 armour) Aragada the Purenaught (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +1 Str +1 Con dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Dmg.mod +9% nature +3% physical Apr +4 ----- def ----- Armour +1 Die.at -60.00 life A pair of boots made of leather. |
brawler's drakeskin leather gloves of war-making (0 def, 3 armour) brawler's drakeskin leather gloves of war-making (0 def, 3 armour)1.0 T4 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Dex +3 Cun dps ---------- Phys.crit +11.0% Spell.crit +10% Mind.crit +13% Crit.mult +12.00% ----- def ----- Armour +3 Phys.save +9 (+3 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's voratun gauntlets of war-making (0 def, 3 armour) brawler's voratun gauntlets of war-making (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +5 Str +5 Dex +4 Cun dps ---------- Phys.crit +12.0% Spell.crit +15% Mind.crit +19% Crit.mult +11.00% ----- def ----- Armour +3 Fatigue +5% Phys.save +5 (+2 eff.) ---------- misc Cooldown Double Strike -1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
thaloren drakeskin leather cap of the bounder (0 def, 5 armour) thaloren drakeskin leather cap of the bounder (0 def, 5 armour)2.0 T5 head armor [Ego++] Master While equipped: Stats +6 Str +7 Dex +9 Wil ----- def ----- Armour +5 Fatigue +5% Resists +9% blight Mind.save +9 (+3 eff.) Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 103.3 Physical damage. If the attack hits, the target is confused (43% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rejuvenating drakeskin leather armour of command (33 def, 13 armour) rejuvenating drakeskin leather armour of command (33 def, 13 armour)9.0 T5 light armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun ----- def ----- Armour +13 Defense +33 (+8 eff.) Fatigue +8% Mind.save +20 (+7 eff.) HP.reg +7.60 ---------- misc Stam/turn +1.80 A suit of armour made of leather. |
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. |
2 onyx 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. |
4 aquamarine 4 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 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 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. |
3 opal 3 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. |
sapphire sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+3 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 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. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
dwarven-steel pickaxe 'Dimmalice' (dig speed 15 turns) dwarven-steel pickaxe 'Dimmalice' (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% darkness Res.pen +10% darkness +25% nature Melee Ret 2 nature ----- def ----- Armour +4 Defense +6 (+1 eff.) Resists +7% physical +6% nature +20% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
9 emerald 9 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. |
3 jade 3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 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. |
5 turquoise 5 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Giluthel the alchemist's lamp =WATER= Giluthel the alchemist's lamp =WATER=1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Con dps ---------- Spell.crit +5% Spell.pwr +5 (+3 eff.) Dmg.mod +9% acid Res.pen +10% acid Apr +6 ----- def ----- Defense +30 (+7 eff.) Resists +11% blight +10% darkness ---------- misc Light +4 Infravis +5 See.Invis +10 The wearer is treated as an undead. The wearer no longer has to breathe. Retch: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Vomit on the ground around you, healing any undead in the area and damaging anyone else. Lasts 10 turns and deals 32 blight damage or heals 48 life. Creatures standing in the retch also have 17% chance to remove a physical effect each turn; undeads will be stripped from a detrimental effect while others will be stripped from a beneficial effect. When you stand in your own retch your racial -20% global speed is cancelled. A normal brass lantern, enhanced by alchemy to make it brighter. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
Runed Skull Runed Skull3.0 T5 red gem [Unique] Arcane While carried: Spell.pwr +7 (+4 eff.) Melee Ret 25 fire Latent Damage Type: Fire Dull red runes are etched all over this blackened skull. |
47 alchemist bloodstone 47 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bloodstone bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
4 fire opal 4 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 garnet 5 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. |
6 ruby 6 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 (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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 520.96 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 21 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. |
Filthhunter [power 255] (13 cooldown) Filthhunter [power 255] (13 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +15% nature +18% cold Res.pen +20% nature Melee Ret 8 acid On Hit (Melee): * 20% chance to slow global speed by 58% ----- def ----- Resists +6% nature Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase all damage by 15% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
9 amethyst 9 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. |
Toxingrinder [power 275] (13 cooldown) Toxingrinder [power 275] (13 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% nature Res.pen +10% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 58% * 10% chance to reduce strength, dexterity, and constitution by 15 Fire a magical bolt dealing 308 fire damage Puts all charms on 13 cooldown 100% to reduce fatigue by 36% for 2 turns. 100% to increase all damage penetration by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
diamond diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+4 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
pearl pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
7 quartz 7 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. |
amber 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. |
9 citrine 9 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. |
4 zircon 4 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 Maj'Eyal Orc Rogue level 31
35th Regrowth 123rd year of Ascendancy at 07:37 see stats
By Ryo the Maj'Eyal Orc Rogue level 31
33rd Regrowth 123rd year of Ascendancy at 10:52 see stats
By Ryo the Maj'Eyal Orc Rogue level 35
52nd Regrowth 123rd year of Ascendancy at 14:16 see stats
By Ryo the Maj'Eyal Orc Rogue level 40
5th Dusk 123rd year of Ascendancy at 12:53 see stats
By Ryo the Maj'Eyal Orc Rogue level 34
47th Regrowth 123rd year of Ascendancy at 04:26 see stats
By Ryo the Maj'Eyal Orc Rogue level 27
22nd Regrowth 123rd year of Ascendancy at 06:07 see stats
By Ryo the Maj'Eyal Orc Rogue level 15
10th Dusk 122nd year of Ascendancy at 01:14 see stats
By Ryo the Maj'Eyal Orc Rogue level 32
43rd Regrowth 123rd year of Ascendancy at 06:20 see stats
By Ryo the Maj'Eyal Orc Rogue level 40
5th Dusk 123rd year of Ascendancy at 15:23 see stats
By Ryo the Maj'Eyal Orc Rogue level 19
35th Dusk 122nd year of Ascendancy at 03:02 see stats
By Ryo the Maj'Eyal Orc Rogue level 25
13rd Haze 122nd year of Ascendancy at 05:19 see stats
By Ryo the Maj'Eyal Orc Rogue level 24
76th Dusk 122nd year of Ascendancy at 06:01 see stats
By Ryo the Maj'Eyal Orc Rogue level 21
55th Dusk 122nd year of Ascendancy at 07:52 see stats
By Ryo the Maj'Eyal Orc Rogue level 10
8th Mirth 122nd year of Ascendancy at 01:32 see stats
By Ryo the Maj'Eyal Orc Rogue level 20
35th Dusk 122nd year of Ascendancy at 07:13 see stats
By Ryo the Maj'Eyal Orc Rogue level 30
30th Regrowth 123rd year of Ascendancy at 06:01 see stats
By Ryo the Maj'Eyal Orc Rogue level 40
4th Dusk 123rd year of Ascendancy at 15:21 see stats
By Ryo the Maj'Eyal Orc Rogue level 25
66th Haze 122nd year of Ascendancy at 17:41 see stats
By Ryo the Maj'Eyal Orc Rogue level 34
50th Regrowth 123rd year of Ascendancy at 03:25 see stats
By Ryo the Maj'Eyal Orc Rogue level 21
60th Dusk 122nd year of Ascendancy at 12:17 see stats
By Ryo the Maj'Eyal Orc Rogue level 33
43rd Regrowth 123rd year of Ascendancy at 12:57 see stats
By Ryo the Maj'Eyal Orc Rogue level 9
4th Mirth 122nd year of Ascendancy at 07:49 see stats
By Ryo the Maj'Eyal Orc Rogue level 24
6th Haze 122nd year of Ascendancy at 10:27 see stats
By Ryo the Maj'Eyal Orc Rogue level 36
7th Pyre 123rd year of Ascendancy at 07:28 see stats
By Ryo the Maj'Eyal Orc Rogue level 25
13rd Haze 122nd year of Ascendancy at 00:13 see stats
By Ryo the Maj'Eyal Orc Rogue level 16
21st Dusk 122nd year of Ascendancy at 03:39 see stats
By Ryo the Maj'Eyal Orc Rogue level 26
21st Regrowth 123rd year of Ascendancy at 14:01 see stats
By Ryo the Maj'Eyal Orc Rogue level 30
32nd Regrowth 123rd year of Ascendancy at 01:22 see stats
Log
Ryo uses Venomous Throw.
Vor, Grand Geomancer of the Pride casts Freeze.
Ryo is encased in ice!
Talent Gravitic Trap is ready to use.
Vor, Grand Geomancer of the Pride hits Ryo for 481 cold damage.
Vor, Grand Geomancer of the Pride speeds up.
The fabric of time around Vor, Grand Geomancer of the Pride returns to normal.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (10 to time), 0 fire (0 total damage).
--------------------------------
Ryo performs a melee critical strike against Ryo!
Ryo forces the iceblock to shatter.
Ryo performs a melee critical strike against Ryo!
Ryo's spell attains critical power!
Ryo is free from the ice.
Melee retaliation hits Iceblock for 2 acid, 53 nature, 11 arcane, 2 acid, 53 nature, 34 fire, 11 arcane (162 total damage).
Ryo hits Iceblock for 368 physical, 11 physical, 17 darkness, 27 physical, 149 physical, 17 darkness, 27 physical (613 total damage).
Vor, Grand Geomancer of the Pride casts Blastwave.
Ryo is on fire!
Ryo is knocked back!
Vor, Grand Geomancer of the Pride hits Ryo for 153 fire damage.
Vor, Grand Geomancer of the Pride's cleansing fire area effect hits Ryo for 78 fire damage.
Burning from Vor, Grand Geomancer of the Pride hits Ryo for 51 fire damage.
The protective shield of Vor, Grand Geomancer of the Pride disappears.
Vor, Grand Geomancer of the Pride is no longer inspired.
Vor, Grand Geomancer of the Pride hits Vor, Grand Geomancer of the Pride for (10 to time), 0 fire (0 total damage).
Vor, Grand Geomancer of the Pride casts Frozen Ground.
Vor, Grand Geomancer of the Pride roars triumphantly.
Vor, Grand Geomancer of the Pride hits Ryo for 511 cold damage.
Ryo the level 43 maj'eyal orc rogue was cooled to death by Vor, Grand Geomancer of the Pride and used as target practice for initiate mages on level 3 of Vor Pride.