Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 26 / 95% |
Size | big |
Lifes / Deaths | Killed by Aisha at level 18 on the 19th Dusk 123rd year of Ascendancy at 19:23 2 / 4Killed by fire drake at level 19 on the 40th Haze 123rd year of Ascendancy at 06:36 Killed by Isolratta the teluvorta at level 26 on the 61st Haze 124th year of Ascendancy at 18:22 Killed by Gugara the elven guard at level 26 on the 67th Haze 124th year of Ascendancy at 05:33 |
Primary Stats
Strength | 63 (base 52) |
Dexterity | 19 (base 15) |
Constitution | 26 (base 17) |
Magic | 49 (base 42) |
Willpower | 13 (base 10) |
Cunning | 19 (base 11) |
Resources
Life | 807/807 |
Insanity | 0/100 |
Healing Factor | 1.3916586254954 |
Regeneration | 4.52289053286 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +67.44168646096% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
Infravision | 5 |
See Stealth | 34.957448516131 |
See Invisible | 45.957448516131 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 82 |
Accuracy | 50 |
Crit Chance | 13% |
APR | 11 |
Speed | 1.00 |
Offense: Spell
Spellpower | 50 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +6% |
Physical | +5% |
Darkness | +24% |
Blight | +15% |
Arcane | +9% |
Acid | +10% |
All | 0% |
Offense: Damage Penetration
Acid | +30% |
Physical | +15% |
Arcane | +15% |
Fire | +5% |
Darkness | +5% |
Defense: Base
Armour (hardiness) | 35.551211628464 (73.607947236566%) |
Defense | 15 |
Ranged Defense | 15 |
Fatigue | 29 |
Physical Save | 25 |
Spell Save | 23 |
Mental Save | 24 |
Defense: Resistances
Acid | + 64%( 80%) |
Blight | + 48%( 70%) |
Physical | + 46%( 75%) |
Cold | + 57%( 70%) |
All | + 35%( 70%) |
Lightning | + 40%( 70%) |
Light | + 39%( 70%) |
Fire | + 44%( 70%) |
Nature | + 50%( 70%) |
Defense: Immunities
Disarm Resistance | 20% |
Silence Resistance | 26% |
Confusion Resistance | 74% |
Knockback Resistance | 22% |
Stun Resistance | 86% |
Instadeath Resistance | 100% |
Blind Resistance | 24% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 42 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 617% 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 Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 33 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 6 turns. While Heroism is active, you will only die when reaching -304 life. The duration and life will increase by 1% for every 1% life you have lost (currently 304 life, 6 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
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 3/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 3/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | Linked to their horror ally gaining 25% all damage resistance. Shared Insanity |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You failed to protect the lost sun paladin from death by red crystal. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the lost warrior from death by Velemitta the skeleton warrior. Escort: lost warrior (level 1 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Old Forest. Escort: repented thief (level 1 of Old Forest)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Heart of the Gloom. Escort: repented thief (level 2 of Heart of the Gloom)As a reward you improved talent Track (+1 level(s)). | 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. | active |
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 ice dragon that dwelled there. | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * You've found the needed snow giant kidney. * You've found the needed chunk of ghoul flesh. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of hardened leather boots of speed (0 def, 3 armour) undeterred pair of hardened leather boots of speed (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +3 Silence- +26% Confus- +24% Stun/Frz- +24% A pair of boots made of leather. |
Light source | watchleader's brass lantern of clarity watchleader's brass lantern of clarity2.0 T1 lite [Ego+] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) Blind- +24% Confus- +10% ---------- misc Light +7 See.Stealth +11 See.Invis +10 Track: Puts all charms on 40 cooldown Level 3.9 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 16 for 7 turns. The radius will increase with your Cunning. A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Goradar the Sleetfear (0 def, 3 armour) =+30spow +15tpres= Goradar the Sleetfear (0 def, 3 armour) =+30spow +15tpres=2.0 T3 head armor [Rare] Master While equipped: dps ---------- Spell.pwr +30 (+10 eff.) Melee Ret 4 mind 4 cold ----- def ----- Armour +3 Fatigue +3% Resists +8% fire +7% cold Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 A cap made of leather. |
Tool | overpowered elm totem of healing [power 158] (21 cooldown) overpowered elm totem of healing [power 158] (21 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 158 Puts all charms on 21 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | copper ring 'Blazemire' =20% confusion= copper ring 'Blazemire' =20% confusion=0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +5% fire ----- def ----- Mind.save +6 (+3 eff.) Confus- +20% ---------- misc Max.psi +30.00 Rings make your fingers look great! |
On fingers | Huragen the Lightninglord =20% confusion= Huragen the Lightninglord =20% confusion=0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning +9% arcane +3% blight Res.pen +15% arcane ----- def ----- Mind.save +7 (+4 eff.) Confus- +20% Rings make your fingers look great! |
Around waist | Girdle of the Calm Waters =+20% blight,cold,nature= Girdle of the Calm Waters =+20% blight,cold,nature=1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Crooked Club (25-35 power, 4 apr) Crooked Club (25-35 power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 25.0 - 35.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
On hands | Stone Gauntlets of Harkor'Zun (0 def, 7 armour) Stone Gauntlets of Harkor'Zun (0 def, 7 armour)7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 83% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
Main armor | steel plate armour 'Woeraider' (0 def, 14 armour) =+20%/dis,stun,kb +resists= steel plate armour 'Woeraider' (0 def, 14 armour) =+20%/dis,stun,kb +resists=17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +12% darkness Res.pen +5% darkness ----- def ----- Armour +14 Fatigue +22% Resists +6% acid +7% physical +8% lightning +6% fire +3% nature +6% cold Max.HP +20.00 HP.reg +1.00 Heal.mod +11% Disarm- +20% Stun/Frz- +23% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Cloak | Boristir (2 def, 0 armour) =30 physpow, 10% tpres= Boristir (2 def, 0 armour) =30 physpow, 10% tpres=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +4 Str dps ---------- Phys.pwr +30 (+8 eff.) ----- def ----- Defense +2 (+2 eff.) Resists +6% light Max.HP +33.00 Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Xeronor =bunch of basestats= Xeronor =bunch of basestats=0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Str +4 Dex +2 Wil +6 Cun +9 Con dps ---------- Mov.spd +10% Res.pen +15% acid ----- def ----- Fatigue -6% Resists +18% acid HP.reg +2.00 ---------- misc Stam/turn +0.50 See.Invis +12 Amulets make your neck look great! |
Inventory
grounding copper amulet of strength (+2) grounding copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +10% lightning Stun/Frz- +22% Amulets make your neck look great! |
insulating steel amulet of mastery (0.15 Demented / Friend of the worm) =resist cold fire= insulating steel amulet of mastery (0.15 Demented / Friend of the worm) =resist cold fire=0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +13% fire +16% cold ---------- misc Masteries +0.15 Demented/Friend of the worm Amulets make your neck look great! |
stabilizing steel amulet of cunning (+3) =+20%/pinning,kb= stabilizing steel amulet of cunning (+3) =+20%/pinning,kb=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +10% temporal Pinning- +23% Knockbk- +20% Amulets make your neck look great! |
starlit steel amulet of cunning (+3) =+20blind= starlit steel amulet of cunning (+3) =+20blind=0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Cun ----- def ----- Resists +13% light +14% darkness Blind- +21% Amulets make your neck look great! |
Shard of Insanity Shard of Insanity0.1 T3 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 5% confusion Dmg.mod +25% mind Res.pen +20% mind Melee Ret 5% confusion ----- def ----- Resists -10% mind Mind.save +35 (+17 eff.) Confus- -100% On Mind Hit: 8% Sunder Mind 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
Velathra =4 Con= Velathra =4 Con=0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +3 Dex +2 Cun +4 Con dps ---------- Mind.crit +2% Mind.pwr +25 (+12 eff.) ---------- misc Equi/ret +0.04 Light +3 Amulets make your neck look great! |
savior's gold amulet of manastreaming savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Phys.save +10 (+5 eff.) Spell.save +10 (+5 eff.) Mind.save +12 (+6 eff.) ---------- misc Mana/turn +0.20 Max.mana +31.00 Amulets make your neck look great! |
Velata the Ebonyfurnace =3 Con= Velata the Ebonyfurnace =3 Con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +6% acid +6% mind Res.pen +15% mind +5% darkness ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Aeremathad (25-30 power, 5 apr, fire element) Aeremathad (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master 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: Stats +4 Con dps ---------- Spell.crit +11% Crit.mult +14.00% Spell.pwr +16 (+5 eff.) Dmg.mod +25% fire ----- def ----- Defense +5 (+5 eff.) Resists +6% temporal +3% cold HP.reg +1.30 Heal.mod +18% Poison- +10% Confus- +20% Pinning- +20% Teleport- +10% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 76.00 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
infernal elven-wood starstaff of invocation (25-30 power, 5 apr, darkness element) infernal elven-wood starstaff of invocation (25-30 power, 5 apr, darkness element)5.0 T4 staff 2H weapon [Ego++] Arcane 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% Crit.mult +24.00% Spell.pwr +23 (+8 eff.) S.pwr/crit +7 Melee+ 22 fire Dmg.mod +25% darkness ---------- misc See.Invis +11 Talents +1 Command Staff Conjure elemental energy in a radius 8 cone, dealing 40.16 to 48.20 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
truestriking iron greatsword of enduring (18-30 power, 1 apr) =9 Con= truestriking iron greatsword of enduring (18-30 power, 1 apr) =9 Con=3.0 T1 greatsword 2H weapon [Ego++] Nature/Master Power 18.5 - 29.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% While equipped: Stats +9 Con +9 Wil dps ---------- Res.pen +9% physical Acc +7 (+3 eff.) Apr +9 ----- def ----- Max.HP +20.00 Massive two-handed swords. |
Guragrim the iron mace (12-16 power, 2 apr) Guragrim the iron mace (12-16 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Nature Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Melee+ +6 nature While equipped: ----- def ----- Armour +16 Resists +5% arcane Max.HP +100.00 Stun/Frz- +20% ---------- misc Vim/s.crit +2.00 Blunt and deadly. |
Blood-Letter (33-46 power, 4.5 apr) Blood-Letter (33-46 power, 4.5 apr)3.0 T3 waraxe 1H weapon Reqs Dex 24 [Unique] Nature/Master Power 33.0 - 46.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +7.0% Atk.spd 100% Dmg.conv 50% ice On Hit: 15% Ice Breath 2 While equipped: dps ---------- Res.pen +20% cold ----- def ----- Armour +20 Ice.pen +25% A hand axe carved out of the most frozen parts of the northern wasteland. |
Siloletha the voratun waraxe (52-73 power, 6 apr) Siloletha the voratun waraxe (52-73 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Disrupt/Master Power 52.0 - 72.8 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% On Hit: * 15 arcane resource burn While equipped: dps ---------- Mind.crit +3% Crit.mult +5.00% Res.pen +12% physical Acc +14 (+5 eff.) Apr +11 ----- def ----- Resists +12% lightning Max.HP +40.00 One-handed war axes. |
mighty voratun steamgun of lightning mighty voratun steamgun of lightning4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Ranged+ +14 lightning Uses 2.0 Steam While equipped: Stats +5 Str dps ---------- Phys.pwr +9 (+3 eff.) Dmg.mod +14% lightning Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
elemental pouch of stralite shots of crippling (23/23, 42-50 power, 5 apr) elemental pouch of stralite shots of crippling (23/23, 42-50 power, 5 apr)3.0 T4 shot ammo Reqs Dex 35 [Ego++] Arcane/Master Power 42.0 - 50.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +5 Crit +14.5% Capacity 23 On Hit: * Create an explosion dealing 101 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
crackling stralite shield of crushing (0 def, 8 armour, 49-59 power, 143 block) crackling stralite shield of crushing (0 def, 8 armour, 49-59 power, 143 block)7.0 T4 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 49.0 - 58.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +143 Melee+ +14 lightning On Crit: * Smash the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex dps ---------- Phys.crit +15.0% Phys.pwr +10 (+3 eff.) Melee Ret 8 lightning ----- def ----- Armour +8 Fatigue +8% Resists +14% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
verdant linen robe (0 def, 0 armour) verdant linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +9% nature ----- def ----- Resists +7% all Poison- +20% Disease- +22% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gloomkiss (2 def, 2 armour) =37% lightning resist= Gloomkiss (2 def, 2 armour) =37% lightning resist=2.0 T2 cloth armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +25% lightning ----- def ----- Armour +2 Defense +2 (+2 eff.) Resists +37% lightning +6% darkness +9% all Phys.save +15 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Samychak (3 def, 2 armour) =5 Dex= Samychak (3 def, 2 armour) =5 Dex=2.0 T2 cloth armor [Rare] Master While equipped: Stats +5 Dex +2 Con dps ---------- Phys.pwr +15 (+4 eff.) Acc +10 (+4 eff.) Apr +5 ----- def ----- Armour +2 Defense +3 (+3 eff.) Resists +9% all Phys.save +19 (+10 eff.) ---------- misc Max.stam +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Lightnull (0 def, 0 armour) =2 Dex= Lightnull (0 def, 0 armour) =2 Dex=2.0 T3 cloth armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Dmg.mod +10% physical Res.pen +10% physical Acc +30 (+10 eff.) ----- def ----- Resists +10% physical +3% fire +11% all ---------- misc Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
fearwoven silk robe of life (0 def, 0 armour) fearwoven silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego++] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +10% darkness +14% physical Res.pen +13% darkness +9% physical ----- def ----- Resists +15% blight +13% all Max.HP +77.00 HP.reg +2.70 Heal.mod +16% ---------- misc Max.hate +9.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stargazer's elven-silk robe of alchemy (0 def, 0 armour) stargazer's elven-silk robe of alchemy (0 def, 0 armour)2.0 T5 cloth armor [Ego++] Arcane While equipped: Stats +4 Cun dps ---------- Spell.crit +7% Spell.pwr +6 (+2 eff.) Dmg.mod +12% acid +11% physical +19% light +14% fire +15% darkness +13% cold ----- def ----- Resists +10% acid +17% physical +19% fire +14% cold +15% all ---------- misc Cooldown Refit Golem -4 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
rejuvenating voratun mail armour of Eyal (5 def, 10 armour) rejuvenating voratun mail armour of Eyal (5 def, 10 armour)14.0 T5 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +5 (+5 eff.) Fatigue +12% Max.HP +47.00 HP.reg +11.10 Heal.mod +14% ---------- misc Stam/turn +1.50 A suit of armour made of mail. |
stralite plate armour of command (10 def, 17 armour) stralite plate armour of command (10 def, 17 armour)17.0 T4 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +3 Cun ----- def ----- Armour +17 Defense +10 (+7 eff.) Fatigue +22% Mind.save +18 (+9 eff.) A suit of armour made of metal plates. |
Issoyon =2 Con - 20%/silence,kb= Issoyon =2 Con - 20%/silence,kb=1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +3% blight +6% temporal Crit.dmg- 5.00% Mind.save +6 (+3 eff.) Heal.mod +5% Silence- +20% Knockbk- +20% A belt that goes around your waist. |
noble's rough leather belt of burglary noble's rough leather belt of burglary1.0 T1 belt armor [Ego++] Master While equipped: Stats +4 Dex +4 Wil +8 Cun +6 Lck dps ---------- Against +17% Summoned ----- def ----- D.Red.from +20% Summoned Stealth +6 ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Radherand' rough leather belt 'Radherand'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +15 (+4 eff.) Dmg.mod +15% mind Apr +2 ----- def ----- Resists +7% lightning +6% temporal Phys.save +9 (+5 eff.) A belt that goes around your waist. |
Arthudraleg (2 def, 0 armour) =+20%/confusion= Arthudraleg (2 def, 0 armour) =+20%/confusion=2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +5 (+2 eff.) Apr +3 ----- def ----- Defense +2 (+2 eff.) Resists +12% light Confus- +20% ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Chillquick (2 def, 0 armour) =6 Con= Chillquick (2 def, 0 armour) =6 Con=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +1 Dex +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Defense +2 (+2 eff.) Max.HP +40.00 ---------- misc Infravis +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Anogas' (2 def, 8 armour) =def stats= cashmere cloak 'Anogas' (2 def, 8 armour) =def stats=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Apr +2 ----- def ----- Armour +8 Defense +2 (+2 eff.) Resists +4% physical Max.HP +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Goratosta' (2 def, 0 armour) =2 Con= cashmere cloak 'Goratosta' (2 def, 0 armour) =2 Con=2.0 T3 cloak armor [Rare] Nature While equipped: Stats +3 Str +2 Con dps ---------- Dmg.mod +9% physical ----- def ----- Defense +2 (+2 eff.) Max.HP +30.00 Heal.mod +5% Stun/Frz- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Shockbreeze' (2 def, 0 armour) cashmere cloak 'Shockbreeze' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +19.00% Dmg.mod +12% acid Res.pen +25% blight +25% lightning Acc +10 (+4 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Defense +2 (+2 eff.) Resists +9% acid Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of protection (10 def, 0 armour) enveloping cashmere cloak of protection (10 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Defense +10 (+7 eff.) Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hailstalker (0 def, 1 armour) =5 con= Hailstalker (0 def, 1 armour) =5 con=2.0 T1 feet armor [Rare] Nature While equipped: Stats +1 Dex +1 Mag +1 Cun +5 Con dps ---------- Dmg.mod +6% cold ----- def ----- Armour +1 Resists +5% lightning +6% temporal A pair of boots made of leather. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+2 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 30% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Falegorak (0 def, 3 armour) =various resists= Falegorak (0 def, 3 armour) =various resists=3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +25% mind ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal +6% light +9% blight +6% cold +3% nature +3% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of iron boots of evasion (3 def, 3 armour) traveler's pair of iron boots of evasion (3 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +3 (+3 eff.) Fatigue -3% Phys.save +6 (+3 eff.) ---------- misc Max.enc +20 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 24% chance to evade melee and ranged attacks and 13 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. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +4.0% Atk.spd 100% On Hit: 35% Slime Spit 1 These gloves are coated with a thick, green liquid. |
dwarven-steel gauntlets 'Cyratta' (10 def, 2 armour) dwarven-steel gauntlets 'Cyratta' (10 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +2 Defense +10 (+7 eff.) Fatigue +3% Resists +21% darkness +9% cold Phys.save +3 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.hate +2.00 Infravis +2 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +8 Apr +9 Crit +12.0% Atk.spd 83% Melee+ +15 darkness On Crit: 10% Dominate 3 Track: Puts all charms on 15 cooldown Level 2.6 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Flareserpent' (0 def, 2 armour) dwarven-steel gauntlets 'Flareserpent' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str +8 Dex +4 Cun dps ---------- Dmg.mod +6% acid Res.pen +15% acid Acc +6 (+2 eff.) Apr +6 Melee Ret 4 acid 8 fire ----- def ----- Armour +2 Fatigue +3% ---------- misc Infravis +3 Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Acc +6 Apr +16 Crit +8.0% Atk.spd 83% 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). Metal gloves protecting the hands up to the middle of the lower arm. |
psychic's voratun gauntlets of magic (+4) (0 def, 3 armour) psychic's voratun gauntlets of magic (+4) (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +4 Mag dps ---------- Melee+ 10 mind Dmg.mod +6% mind +7% arcane ----- def ----- Armour +3 Fatigue +5% Resists +8% mind Unarmed combat: Power 30.5 - 42.7 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 mind +10 arcane On Hit: 20% Psychic Lobotomy 5 Metal gloves protecting the hands up to the middle of the lower arm. |
voratun gauntlets of the verdant (0 def, 3 armour) voratun gauntlets of the verdant (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Ego+] Disrupt While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +15% blight +10% darkness +12% arcane Affinity +11% nature Spell.save +21 (+10 eff.) ---------- misc Masteries +0.20 Wild-gift/Antimagic Unarmed combat: Power 28.0 - 39.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 83% On Crit: 20% Call of the Ooze 2 Metal gloves protecting the hands up to the middle of the lower arm. |
Sunstoker (0 def, 1 armour) =various resists= Sunstoker (0 def, 1 armour) =various resists=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +18% lightning +9% light +12% mind Res.pen +5% light ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% light +7% fire +6% cold +7% lightning A cap made of leather. |
Xissra the rough leather cap (0 def, 1 armour) =4 con= Xissra the rough leather cap (0 def, 1 armour) =4 con=2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +2 Mag +4 Con ----- def ----- Armour +1 Fatigue +1% Resists +3% cold +9% fire ---------- misc Infravis +2 A cap made of leather. |
rough leather cap 'Lightedge' (0 def, 1 armour) =+22%/confusion= rough leather cap 'Lightedge' (0 def, 1 armour) =+22%/confusion=2.0 T1 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% blight Res.pen +10% light Melee Ret 6 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Armour +1 Fatigue +1% Resists +12% mind Mind.save +12 (+6 eff.) Confus- +22% ---------- misc Light +3 A cap made of leather. |
Elayamina the Crackleblur (0 def, 3 armour) Elayamina the Crackleblur (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Dex dps ---------- Dmg.mod +9% lightning ----- def ----- Armour +3 Fatigue +3% Resists +15% blight +3% temporal +6% darkness +9% light Crit.dmg- 10.00% Max.HP +40.00 Silence- +20% A cap made of leather. |
Issynarineg the iron helm (0 def, 3 armour) =40 HP= Issynarineg the iron helm (0 def, 3 armour) =40 HP=3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% temporal ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +3% darkness +6% cold Max.HP +40.00 HP.reg +2.00 Def/telep +15 Res/telep +15% Dur/telep +15% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Runedudir the Healparry (0 def, 3 armour) =10% stun= Runedudir the Healparry (0 def, 3 armour) =10% stun=3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% nature ----- def ----- Armour +3 Fatigue +5% Resists +3% nature +6% light Phys.save +6 (+3 eff.) Stun/Frz- +10% Teleport- +20% ---------- misc Stam/ret +1.00 Equi/ret +0.80 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Cloudbone' (5 def, 10 armour) dwarven-steel helm 'Cloudbone' (5 def, 10 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% lightning On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Armour +10 Defense +5 (+5 eff.) Fatigue +4% Resists +7% blight +9% cold +6% darkness +4% all Phys.save +9 (+5 eff.) Mind.save +8 (+4 eff.) ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine 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. |
7 opal 7 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 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 amethyst 7 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. |
onyx onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 quartz 2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
243 alchemist agate 243 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. |
Ivimilaith the brass lantern =+20%/stun,silence= Ivimilaith the brass lantern =+20%/stun,silence=2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +6% mind ----- def ----- HP.reg +4.00 Silence- +20% Stun/Frz- +20% ---------- misc Light +3 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
preserving brass lantern of focus =2 Con= preserving brass lantern of focus =2 Con=2.0 T1 lite [Ego+] Nature/Psionic While equipped: Stats +4 Wil +2 Con dps ---------- Dmg.mod +6% mind ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
piercing alchemist's lamp of health =7apr= piercing alchemist's lamp of health =7apr=1.0 T3 lite [Ego+] Nature/Master While equipped: dps ---------- Res.pen +9% all Apr +7 ----- def ----- Max.HP +40.00 ---------- misc Light +5 A normal brass lantern, enhanced by alchemy to make it brighter. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 107.52 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 107.52 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
iron pickaxe of endurance (dig speed 38 turns) iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Silabrebeth the dwarven-steel pickaxe (dig speed 16 turns) =5 Dex= Silabrebeth the dwarven-steel pickaxe (dig speed 16 turns) =5 Dex=3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +5 Dex +1 Wil +3 Cun dps ---------- Res.pen +12% physical On Hit (Melee): * 20% chance to reduce all saves and defense by 16 ----- def ----- Crit.dmg- 5.00% ---------- misc Light +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
evasive iron torque of psionic shield [power 25] (25 cooldown) evasive iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to gain a 13% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
iron torque of psionic shield [power 23] (25 cooldown) iron torque of psionic shield [power 23] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 23 for 5 turns Puts all charms on 25 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of mindblast [power 145] (23 cooldown) overpowered iron torque of mindblast [power 145] (23 cooldown)2.0 T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 145 mind damage and silencing them for 4 turns Puts all charms on 23 cooldown Torques are made by powerful psionics to store psionic powers. |
quick iron torque of clear mind [power 1] (19 cooldown) quick iron torque of clear mind [power 1] (19 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Mayamina the Bleakstake [power 69] (25 cooldown) Mayamina the Bleakstake [power 69] (25 cooldown)2.0 T3 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +20% mind On Hit (Melee): * 10% chance to reduce damage dealt by 14% Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 10% for 2 turns. 100% to increase all damage penetration by 18% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Dagehor the Swamppierce [power 200] (15 cooldown) Dagehor the Swamppierce [power 200] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +12% nature +6% cold ----- def ----- Resists +20% nature Sting an enemy dealing 200 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
extending elm wand of clairvoyance [power 9] (15 cooldown) extending elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 62 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Arcprophet [power 242] (20 cooldown) Arcprophet [power 242] (20 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: dps ---------- Res.pen +15% blight Melee Ret 4 lightning On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 25 ----- def ----- Resists +6% lightning Create a shield absorbing up to 242 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to heal for 62. 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By Aisha the Ogre Writhing One level 19
5th Decay 123rd year of Ascendancy at 18:50 see stats
By Aisha the Ogre Writhing One level 11
7th Regrowth 123rd year of Ascendancy at 15:09 see stats
By Aisha the Ogre Writhing One level 21
53rd Regrowth 124th year of Ascendancy at 18:20 see stats
By Aisha the Ogre Writhing One level 10
17th Dusk 122nd year of Ascendancy at 10:31 see stats
By Aisha the Ogre Writhing One level 20
7th Decay 123rd year of Ascendancy at 02:56 see stats
By Aisha the Ogre Writhing One level 22
21st Pyre 124th year of Ascendancy at 07:42 see stats
By Aisha the Ogre Writhing One level 16
8th Pyre 123rd year of Ascendancy at 05:36 see stats
By Aisha the Ogre Writhing One level 16
8th Pyre 123rd year of Ascendancy at 01:27 see stats
By Aisha the Ogre Writhing One level 11
6th Allure 123rd year of Ascendancy at 18:46 see stats
By Aisha the Ogre Writhing One level 22
76th Regrowth 124th year of Ascendancy at 03:30 see stats
By Aisha the Ogre Writhing One level 14
74th Regrowth 123rd year of Ascendancy at 11:01 see stats
By Aisha the Ogre Writhing One level 16
11st Pyre 123rd year of Ascendancy at 04:54 see stats
Log
Aisha activates Chaos Orbs.
Talent Infusion: Heroism is ready to use.
Resting starts...
Talent Carrion Feet is ready to use.
Talent Foul Convergence is ready to use.
Worm that walks (servant of Aisha) activates Infestation.
Talent Overgrowth is ready to use.
Talent Ogric Wrath is ready to use.
Worm that walks (servant of Aisha) activates Ruin.
Talent Writ Large is ready to use.
Rested for 25 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
You are sent back to the material plane!
Saving game...
Saving done.
Saving game...
Saving done.