










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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 Roguelike |
| Sex | Male |
| Race | Doomelf |
| Class | Cultist of Entropy |
| Level / Exp | 20 / 66% |
| Size | medium |
| Lifes / Deaths | Killed by Animated yew magestaff of protection at level 20 on the 39th Haze 122nd year of Ascendancy at 22:41 / 2Killed by Poltergeist Stormfront at level 20 on the 40th Haze 122nd year of Ascendancy at 03:35 |
Primary Stats
| Strength | 13 (base 10) |
| Dexterity | 13 (base 10) |
| Constitution | 17 (base 12) |
| Magic | 65 (base 48) |
| Willpower | 17 (base 10) |
| Cunning | 43 (base 39) |
Resources
| Life | -300/459 |
| Insanity | 29/100 |
| Healing Factor | 1.292941519274 |
| Regeneration | 6.2707663684787 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| See Invisible | 6 |
Offense: Mainhand
| Damage | 29 |
| Accuracy | 7 |
| Crit Chance | 15% |
| APR | 9 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 46 |
| Crit Chance | 19% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +19% |
| Temporal | +30% |
| Blight | +6% |
| Fire | +16% |
| Cold | +12% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Physical | +10% |
| Temporal | +15% |
Defense: Base
| Armour (hardiness) | 19.394600685393 (30%) |
| Defense | 14 |
| Ranged Defense | 14 |
| Fatigue | 0 |
| Physical Save | 19 |
| Spell Save | 24 |
| Mental Save | 20 |
Defense: Resistances
| Blight | + 13%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 35%( 70%) |
| All | + 7%( 70%) |
| Lightning | + 15%( 70%) |
| Light | + 18%( 70%) |
| Temporal | + 13%( 70%) |
| Darkness | + 42%( 70%) |
| Fire | + 29%( 70%) |
| Nature | + 16%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Pinning Resistance | 34% |
| Knockback Resistance | 25% |
| Disarm Resistance | 23% |
| Instadeath Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 425 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 448% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| 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 183 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
| Demented / Oblivion | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Madness | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Nether | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Timethief | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Void | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Generic Talents
| Demented / Doom | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 2/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Demented / Calamity | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Twofold Curse |
| talent | Grand Oration |
| talent | Revelation |
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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the 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 successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * You've found the needed bear paw. * You've found the needed warg claw. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed orc heart. * You've found the needed chunk of ghoul flesh. 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 bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Ravenscar (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun +1 Mag dps ---------- Dmg.mod +9% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 14% ----- def ----- Armour +1 Resists +6% lightning +6% temporal ---------- misc Light +1 A pair of boots made of leather. |
| Light source | survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +40.00 Heal.mod +11% ---------- 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. |
| On head | Torenaridobar (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +10% darkness Melee Ret 6 physical ----- def ----- Defense +1 (+1 eff.) Resists +15% darkness Crit.chn- 5.00% A pointy cloth hat, very wizardly... |
| Tool | Saliriatta the elm totem of summon tentacle [power 100] (19/25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Mag dps ---------- Spell.crit +2% Dmg.mod +6% blight ---------- misc Max.mana +20.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 208 Base Damage: 108 Armor: 5 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 31. Natural totems are made by powerful wilders to store nature power. |
| On fingers | Belann0.1 T1 ring jewelry [Rare] Master While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +3% darkness Max.HP +100.00 Disarm- +23% Pinning- +34% Knockbk- +25% Rings make your fingers look great! |
| On fingers | Mardarain0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +1 Cun +2 Str dps ---------- Dmg.mod +12% cold Res.pen +5% acid ----- def ----- Resists +24% cold Crit.chn- 10.00% HP.reg +3.00 Stun/Frz- +47% ---------- misc See.Invis +6 Rings make your fingers look great! |
| Around waist | Nightspawner the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +10% physical Melee Ret 8 darkness ----- def ----- Resists +6% fire +6% cold Die.at -40.00 life Max.HP +20.00 ---------- misc Max.stam +10.00 A belt that goes around your waist. |
| In main hand | shimmering dragonbone starstaff of breaching (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon [Ego+] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +15 (+5 eff.) Dmg.mod +30% temporal Res.pen +15% temporal ---------- misc Mana/turn +0.13 Max.mana +39.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Fire Breath: Level 2.0 Pwr.cost 24 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 108.30 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Main armor | Camimahell the Ashraven (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Spell.crit +1% S.pwr/crit +6 Dmg.mod +6% fire ----- def ----- Resists +6% blight +2% physical +3% lightning +7% all Phys.save +3 (+2 eff.) Max.HP +49.00 HP.reg +1.60 Heal.mod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
| Cloak | Aereseta (6 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +2 Dex +4 Con dps ---------- Apr +3 ----- def ----- Defense +6 (+6 eff.) Die.at -60.00 life Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% light +10% darkness Blind- +20% Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 83; cd 15)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 634%; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 634% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion (speed 400%; cd 18)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 460%; cd 17)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 460% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the wizard (speed 595%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 595% 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 Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the titan (heal 195; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 195 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the duelist (absorb 33; cd 19)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 33 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 Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the psychic (absorb 37; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 37 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 33; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 33 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Hellnight the copper ring0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% nature +12% fire ----- def ----- Resists +20% nature +6% fire Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.04 Psi/ret +0.04 Rings make your fingers look great! |
copper ring 'Greenumbra'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% nature ----- def ----- Resists +3% lightning +3% cold Phys.save +6 (+3 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +23.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
truestriking dwarven-steel battleaxe of massacre (44-66 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Master Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +16 (+14 eff.) Apr +7 Massive two-handed battleaxes. |
steel dagger (12-16 power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Normal] Power 12.5 - 16.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Sharp, short and deadly. |
Strikewalker (27-40 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Rare] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Phasing +20% Melee+ +10 blight On Hit: * 13% chance to reduce strength, dexterity, and constitution by 24 While equipped: Stats +4 Cun +2 Str dps ---------- S.pwr/crit +2 ----- def ----- Resists +9% lightning ---------- misc Max.vim +20.00 See.Invis +6 Massive two-handed mauls. |
acidic steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 132 damage over 5 turns and reducing armor and accuracy by 17 Massive two-handed mauls. |
chilling steel greatmaul (28-43 power, 2 apr)5.0 T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 cold Massive two-handed mauls. |
truestriking dwarven-steel greatmaul (38-58 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego+] Master Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +16 (+14 eff.) Apr +7 Massive two-handed mauls. |
steel greatsword (22-34 power, 2 apr)3.0 T2 greatsword 2H weapon Reqs Str 16 [Normal] Power 21.5 - 34.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Breneromihir the ash longbow4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +15 cold While equipped: dps ---------- Spell.pwr +30 (+10 eff.) Dmg.mod +12% cold Phasing +20% ----- def ----- Resists +12% blight ---------- misc Vim/s.crit +2.00 Longbows are used to shoot arrows at your foes. |
Kindlequell4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Rare] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +17 fire While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Armour +4 Resists +3% mind +3% darkness +9% light Silence- +20% Longbows are used to shoot arrows at your foes. |
ash longbow of fire4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +12 fire While equipped: dps ---------- Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
mighty ash longbow of fire4.0 T2 longbow 2H weapon Reqs Dex 16 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+8 eff.) Dmg.mod +14% fire Longbows are used to shoot arrows at your foes. |
steel longsword of amnesia (14-20 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Psionic Power 14.5 - 20.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, long, and deadly. |
chilling steel mace of daylight (15-21 power, 3 apr)3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Melee+ +7 light +7 cold Against +7% Undead Blunt and deadly. |
horrifying thorny mindstar of balance (9-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 9.0 - 9.9 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 8 mind 6 darkness Dmg.mod +4% mind +3% darkness ----- def ----- Phys.save +4 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
resonating thorny mindstar of balance (10-10 power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 9.5 - 10.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +4% mind Res.pen +4% mind ----- def ----- Resists +2% mind Dmg.Resnn +7% Phys.save +4 (+2 eff.) Spell.save +5 (+2 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +0.80 Psi/ret +0.60 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (4-5 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 4.5 - 5.0 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Velona (18-22 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Str +1 Dex dps ---------- Spell.crit +8% Spell.pwr +9 (+3 eff.) Dmg.mod +18% darkness +3% physical ----- def ----- Armour +6 ---------- misc Stam/turn +2.00 Mana/turn +0.15 Max.mana +46.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff 'Dairorek' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +6 Mag +2 Con dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) S.pwr/crit +5 Dmg.mod +15% darkness ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +2 Talents +1 Command Staff Conjure elemental energy in a radius 4 cone, dealing 23.75 to 28.50 darkness damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of breaching (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Ego+] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% fire Res.pen +8% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of protection (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% arcane ----- def ----- Resists +10% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
steel waraxe (12-17 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Normal] Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
steel waraxe 'Radhurab' (16-22 power, 3 apr)3.0 T2 waraxe 1H weapon Reqs Str 16 [Rare] Arcane Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 temporal While equipped: Stats +1 Dex dps ---------- Spell.crit +2% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +16% temporal ---------- misc Max.vim +40.00 Infravis +1 One-handed war axes. |
Girdle of the Calm Waters1.0 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. |
Aniregovor (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Dex +4 Mag ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +6% blight +11% cold +5% arcane +3% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen robe 'Singerupture' (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +13% acid +9% fire ----- def ----- Resists +25% acid +3% darkness +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Gleamobeisance the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Str +3 Wil +3 Con dps ---------- On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +1 Resists +9% light Spell.save +3 (+1 eff.) ---------- misc Light +2 See.Invis +6 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Nimbusspiker the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Melee Ret 2 lightning ----- def ----- Armour +1 Resists +9% acid +3% temporal +9% fire +5% arcane +6% lightning Stealth +5 A pair of boots made of leather. |
pair of iron boots 'Malystir' (0 def, 9 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Fatigue -2% Resists +3% lightning +5% arcane Crit.chn- 15.00% Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Cut- +10% ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Firesnake' (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +3% mind +3% fire ----- def ----- Armour +1 Resists +3% mind Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.hate +10.00 A pair of boots made of leather. |
Kindleknave (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane While equipped: dps ---------- Melee+ 7 darkness 18 temporal Ranged+ 20 temporal Dmg.mod +7% temporal +5% darkness +3% fire Melee Ret 6 mind 2 fire ----- def ----- Armour +2 Fatigue +3% Resists +16% temporal +10% darkness +9% fire 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. |
hardened leather gloves 'Isleyadhenn' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +15.00% Dmg.mod +12% physical Apr +2 On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +2 Phys.save +16 (+8 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+7 eff.) Melee+ 5 cold Dmg.mod +5% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% cold 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. |
Hydar the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +1 Mag +4 Wil +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% arcane ---------- misc Light +1 A cap made of leather. |
Ulfotir (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +16% cold Crit.chn- 5.00% Phys.save +3 (+2 eff.) Die.at -40.00 life Teleport- +10% ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Sparksage' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning +12% physical +9% acid Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce armor by 34% ----- def ----- Defense +1 (+1 eff.) Resists +9% lightning +12% physical A pointy cloth hat, very wizardly... |
Bregarek (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.pwr +30 (+15 eff.) Dmg.mod +6% mind On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +6% mind Mind.save +13 (+7 eff.) A suit of armour made of mail. |
Cuthisasus (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Rare] Psionic While equipped: Stats +3 Str +5 Dex dps ---------- Crit.mult +10.00% Melee Ret 4 physical ----- def ----- Armour +6 Defense +2 (+2 eff.) Fatigue +12% Resists +7% mind Phys.save +15 (+8 eff.) Mind.save +10 (+5 eff.) A suit of armour made of mail. |
Gorewar (2 def, 8 armour)14.0 T2 heavy armor Reqs Heavy armour training Str 20 [Random Unique] Nature/Master While equipped: dps ---------- Mind.crit +1% Melee Ret 8 nature ----- def ----- Armour +8 Defense +2 (+2 eff.) Fatigue +12% Resists +7% acid +6% physical +7% cold Phys.save +13 (+7 eff.) Max.HP +28.00 HP.reg +2.00 Heal.mod +11% ---------- misc Equi/ret +0.12 Breathe water A suit of armour made of mail. |
dwarven-steel mail armour of the deep (3 def, 10 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +3 (+3 eff.) Fatigue +12% Resists +10% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
cleansing cured leather armour (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +6 (+6 eff.) Fatigue +7% Resists +12% nature +10% blight A suit of armour made of leather. |
impenetrable steel plate armour (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego] Master While equipped: ----- def ----- Armour +14 Fatigue +22% A suit of armour made of metal plates. |
Saluth the steel shield (0 def, 4 armour, 79.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +6 Str dps ---------- Phys.pwr +10 (+8 eff.) ----- def ----- Armour +4 Fatigue +8% Resists +13% physical ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling steel shield (0 def, 4 armour, 38.5 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil ----- def ----- Armour +4 Fatigue +8% Resists +12% physical Shield.near.proj +30 Proj.slow +17% ---------- misc Talents +1 Block Handheld deflection devices. |
Hornet Stingers (17/20, 18-25 power, 10 apr)3.0 T2 arrow ammo Reqs Dex 18 [Unique] Nature Power 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
7 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. |
48 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. |
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. |
Mayama the Sunbreaker (dig speed 36 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +6% darkness +5% arcane +6% light +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Kydin the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Cun +4 Con ----- def ----- Armour +8 Resists +6% fire +6% darkness +3% cold ---------- misc Light +5 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 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
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. |
innervating dwarven-steel torque of psionic shield [power 69] (19/25 cooldown)2.0 T3 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 69 for 5 turns Puts all charms on 25 cooldown 100% to reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
8 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By Irenicus the Doomelf Cultist of Entropy level 6
78th Pyre 122nd year of Ascendancy at 00:16 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Irenicus the Doomelf Cultist of Entropy level 10
6th Mirth 122nd year of Ascendancy at 02:10 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Irenicus the Doomelf Cultist of Entropy level 20
38th Haze 122nd year of Ascendancy at 02:03 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Irenicus the Doomelf Cultist of Entropy level 19
3rd Haze 122nd year of Ascendancy at 22:20 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Irenicus the Doomelf Cultist of Entropy level 16
5th Dusk 122nd year of Ascendancy at 19:06 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Irenicus the Doomelf Cultist of Entropy level 7
1st Mirth 122nd year of Ascendancy at 23:27 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Irenicus the Doomelf Cultist of Entropy level 14
7th Flare 122nd year of Ascendancy at 02:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Irenicus the Doomelf Cultist of Entropy level 16
2nd Dusk 122nd year of Ascendancy at 17:20 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Irenicus the Doomelf Cultist of Entropy level 20
39th Haze 122nd year of Ascendancy at 22:41 see stats
Log
Irenicus hits Poltergeist Stormfront for 88 temporal, 77 darkness (165 total damage).
Poltergeist Stormfront is no longer ignited.
Nihil from Irenicus hits Poltergeist Stormfront for 9 temporal damage.
Dark Whispers from Irenicus hits Poltergeist Stormfront for 19 darkness damage.
Poltergeist Stormfront performs a melee critical strike against Irenicus!
Irenicus's void star absorbs the damage from Poltergeist Stormfront, converting it into entropy!
Poltergeist Stormfront's blood frenzy intensifies!
Irenicus is dazed!
Poltergeist Stormfront hits Irenicus for (96 to entropy), 177 physical, 0 lightning, 15 cold (192 total damage).
Melee retaliation hits Poltergeist Stormfront for 8 darkness, 3 physical (11 total damage).
Irenicus loses 14 health to the entropy.
Nihil from Irenicus hits Poltergeist Stormfront for 2 temporal damage.
Dark Whispers from Irenicus hits Poltergeist Stormfront for 7 darkness damage.
Irenicus casts Spatial Distortion.
Select a teleport location...
Irenicus's spell attains critical power!
Poltergeist Stormfront resists the warp!
Rift Cutter hits Poltergeist Stormfront for 29 temporal damage.
Irenicus hits Poltergeist Stormfront for 21 temporal, 18 darkness (38 total damage).
Poltergeist Stormfront uses Death Dance.
Irenicus's void star absorbs the damage from Poltergeist Stormfront, converting it into entropy!
Irenicus is not dazed anymore.
Irenicus is no longer being stalked by Poltergeist Stormfront.
Irenicus's spell attains critical power!
Poltergeist Stormfront hits Hallucination for 153 physical, 8 lightning (161 total damage).
Poltergeist Stormfront hits Irenicus for (162 to entropy), 298 physical (298 total damage).
Melee retaliation hits Poltergeist Stormfront for 6 darkness, 3 physical (9 total damage).
Sanity Warp hits Poltergeist Stormfront for 26 darkness damage.
Irenicus the level 20 doomelf cultist of entropy was tortured to death by a Poltergeist Stormfront on level 2 of Ruined halfling complex.








































































































