











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Furrae Race 1.2.1Adds new races to take your game in different directions. Feline: Lucky and agile warriors that prefer keeping their hide in one piece. Have an extra ring slot, but no feet slot due to oddly shaped feet. 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 Always Transmogrify 1.7.4Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. 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:
Brawler combo displayer 1.7.4Displays combo point icon when you get it. 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 | Male |
| Race | Drem |
| Class | Arcane Blade |
| Level / Exp | 23 / 87% |
| Size | medium |
| Lifes / Deaths | Killed by Belata the wolf at level 21 on the 19th Loss 122nd year of Ascendancy at 22:25 0 / 6Killed by Eilinolrawyn the fox at level 22 on the 21st Loss 122nd year of Ascendancy at 01:59 Killed by Voryramina the bee swarm at level 22 on the 22nd Loss 122nd year of Ascendancy at 15:30 Killed by Layith the poison ivy at level 23 on the 24th Loss 122nd year of Ascendancy at 20:18 Killed by Layewen the wolf at level 23 on the 25th Loss 122nd year of Ascendancy at 01:06 Killed by Velugarin the skeleton warrior at level 23 on the 2nd Shortage 122nd year of Ascendancy at 10:17 |
Primary Stats
| Strength | 27 (base 13) |
| Dexterity | 25 (base 10) |
| Constitution | 12 (base 10) |
| Magic | 81 (base 53) |
| Willpower | 17 (base 10) |
| Cunning | 70 (base 45) |
Resources
| Life | -5/607 |
| Mana | 106/307 |
| Stamina | 121/200 |
| Healing Factor | 1.0191526171257 |
| Regeneration | 0.25478815428143 |
Speed
| Mental | +6.6613381477509E-14% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 38.827624371925 |
| See Invisible | 65.827624371925 |
Offense: Mainhand
| Damage | 31 |
| Accuracy | 38 |
| Crit Chance | 26% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 9 |
| Accuracy | 38 |
| Crit Chance | 35% |
| APR | 19 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 56 |
| Crit Chance | 30% |
| Speed | 1 |
Offense: Mind
| Mindpower | 34 |
| Crit Chance | 25% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +3% |
| Light | +11% |
| Nature | +6% |
| Lightning | +29% |
| Cold | +10% |
| All | 0% |
Offense: Damage Penetration
| Light | +5% |
| Physical | +10% |
| Nature | +15% |
| Arcane | +5% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 20 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 13 |
| Physical Save | 13 |
| Spell Save | 40 |
| Mental Save | 43 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Blight | + 9%( 70%) |
| Physical | + 9%( 70%) |
| Cold | + 9%( 70%) |
| All | 0%( 70%) |
| Lightning | + 26%( 70%) |
| Light | + 39%( 70%) |
| Mind | + 14%( 70%) |
| Darkness | + 14%( 70%) |
| Fire | + 21%( 70%) |
| Nature | + 3%( 70%) |
Defense: Immunities
| Pinning Resistance | 19% |
| Disarm Resistance | 25% |
| Bleed Resistance | 20% |
| Confusion Resistance | 86% |
| Silence Resistance | 73% |
| Stun Resistance | 0% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 42% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 319 damage for 4 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 121 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (11 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
| 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 622% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. |
Class Talents
| Technique / Magical combat | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 2/5 |
| 2/5 |
| Technique / Dual techniques | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Aegis | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
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 abandoned lost sun paladin, to death. Escort: lost sun paladin (level 2 of Old Forest) | failed |
You failed to protect the repented thief from death by war hound. Escort: repented thief (level 1 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Cunning by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * '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 vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one giant spider spinneret. The spiders in your barn won't do. You'll know a giant spider when you see one, though they're rare in Maj'Eyal.' * You've found the needed chunk of ghoul flesh. * You've found the needed skeleton mage skull. 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.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' | 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Anolatochak the Carrionwyrd (0 def, 8 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +15% nature ----- def ----- Armour +8 Fatigue +3% Resists +3% acid +3% nature +9% lightning Spell.save +9 (+3 eff.) Silence- +20% ---------- misc Stam/turn +0.60 Max.stam +17.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | alchemist's lamp 'Mayygathra'0.0 T3 lite [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +2 Wil +1 Con dps ---------- Mind.crit +6% Spell.pwr +7 (+2 eff.) Mind.pwr +4 (+2 eff.) Dmg.mod +3% acid ----- def ----- Crit.chn- 5.00% Mind.save +5 (+2 eff.) ---------- misc Light +9 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 40.87 to 122.62 lightning damage (81.75 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
| On hands | dwarven-steel gauntlets 'Wildwar' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Nature While equipped: Stats +5 Cun +7 Mag dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning +6% nature Melee Ret 8 blight ----- def ----- Armour +2 Fatigue +3% Resists +7% lightning +14% light +14% darkness Spell.save +3 (+1 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 17 cooldown Level 1.0 Pwr.cost 17 out of 20/20. Range 6 Travel.spd instantaneous Is a spell Description: A star falls on a radius 1 area, doing 65.90 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Tool | piercing steel torque of psionic shield [power 43] (22 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 43 for 5 turns Puts all charms on 22 cooldown 100% to increase all damage penetration by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Beramarig the Starglory0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Dmg.mod +11% light Res.pen +5% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Resists +25% light Max.HP +28.00 Disarm- +25% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
| On fingers | Emanor the copper ring0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Res.pen +5% arcane +10% physical ----- def ----- Spell.save +9 (+3 eff.) Silence- +23% ---------- misc Mana/turn +0.14 Vim/s.crit +1.00 Max.mana +40.00 Rings make your fingers look great! |
| Around neck | steel amulet 'Korykhad'0.1 T2 amulet jewelry [Rare] Nature While equipped: ----- def ----- Resists +14% mind +3% acid Crit.chn- 10.00% Mind.save +6 (+2 eff.) Cut- +20% Confus- +26% Knockbk- +20% ---------- misc See.Invis +21 Amulets make your neck look great! |
| In main hand | short ash magestaff of might (15-18 power, 3 apr, lightning element)5.0 T2 staff 1H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| Around waist | Belimira1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Defense +20 (+9 eff.) Crit.chn- 15.00% Spell.save +6 (+2 eff.) Max.HP +36.00 ---------- misc Vim/s.crit +2.00 A belt that goes around your waist. |
| In off hand | Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
| Cloak | Wind's Whisper (4 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: Stats +3 Dex ----- def ----- Defense +4 (+2 eff.) Proj.evade +25% Proj.slow +20% Silence- +30% Evasion: (Instant) Level 2.0 Pwr.cost 43 out of 50/50. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 19% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. When the enchanter Razeen was cornered by Spellhunters near the Daikara mountain pass she wrapped her cloak about her and fled down a narrow ravine. The hunters fired volley after volley of arrows at her, but by miracle or magic they all missed. Razeen was able to escape and flee to the hidden city in the west. |
| Main armor | volcanic cured leather armour of the wind (13 def, 10 armour)9.0 T2 light armor [Ego++] Nature/Master While equipped: dps ---------- Phys.crit +5.0% Melee+ 6 fire Ranged+ 7 fire Apr +9 ----- def ----- Armour +10 Defense +13 (+7 eff.) Fatigue +7% Resists +12% fire +10% physical ---------- misc Stam/turn +0.70 Second Wind: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 50 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
Inventory
movement infusion of the titan (speed 510%; 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 510% 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. Press to compare to your current inscriptions |
wild infusion (res 16%; mental, physical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; mental; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 29%; physical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Sepsistreason the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +1 Con ----- def ----- Resists +10% light +11% darkness Blind- +20% ---------- misc Light +1 Amulets make your neck look great! |
steel amulet 'Getugorn'0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +3.0% Crit.mult +12.00% Phys.pwr +20 (+10 eff.) Acc +6 (+2 eff.) Apr +15 ----- def ----- Resists +9% temporal Max.HP +40.00 ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
copper ring 'Anichik'0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +2 Resists +6% blight Mind.save +6 (+2 eff.) Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
Unerring Scalpel (15-19 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Str, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
steel greatsword (23-36 power, 2 apr)3.0 T2 greatsword 2H weapon [Normal] Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
balanced steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +30% Sharp, long, and deadly. |
Serpent's Glare (7-7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 151.45 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Belavena the ash starstaff (15-18 power, 3 apr, temporal element)5.0 T2 staff 1H weapon [Rare] Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +5 Str +2 Con dps ---------- Spell.crit +2% Spell.pwr +12 (+4 eff.) S.pwr/crit +4 Dmg.mod +15% temporal ---------- misc Vim/s.crit +2.00 Infravis +3 See.Invis +6 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Glath the ash magestaff (15-18 power, 3 apr, lightning 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 Cun +4 Wil dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Armour +8 Resists +5% arcane Spell.save +9 (+3 eff.) Disarm- +10% ---------- misc Mana/turn +0.17 Max.mana +51.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Hanuroddazor the Floeminister (15-18 power, 3 apr, acid 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: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% acid +15% cold +15% lightning Melee Ret 10 darkness 4 cold ----- def ----- Phys.save +8 (+7 eff.) Spell.save +9 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Heatrace the yew starstaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Rare] Nature 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: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +13 (+4 eff.) Dmg.mod +20% darkness Res.pen +10% arcane +10% fire ----- def ----- Resists +3% light +15% temporal HP.reg +0.80 Heal.mod +11% Cut- +10% Pinning- +10% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
nightruned rough leather belt1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Resists +5% light +6% darkness A belt that goes around your waist. |
noble's rough leather belt1.0 T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +4 Wil dps ---------- Against +18% Summoned ----- def ----- D.Red.from +15% Summoned A belt that goes around your waist. |
Daguthad the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- S.pwr/crit +2 ----- def ----- Defense +1 (+1 eff.) Spell.save +9 (+3 eff.) Knockbk- +10% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Politta the Murkjeer (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- Dmg.mod +12% nature Res.pen +10% acid ----- def ----- Defense +1 (+1 eff.) Resists +3% light +6% fire A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) 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. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+8 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Splendourfurnace the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee Ret 2 light ----- def ----- Armour +3 Fatigue -2% Resists +3% light Phys.save +6 (+6 eff.) ---------- misc Max.enc +20 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots 'Tundraquencher' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Cun +2 Str dps ---------- Res.pen +10% light +5% cold ----- def ----- Armour +3 Fatigue +2% Resists +3% cold HP.reg +1.00 Heal.mod +12% ---------- misc Light +1 Infravis +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Adegata the Daystrider (15 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+3 eff.) ----- def ----- Armour +1 Defense +15 (+7 eff.) Fatigue +1% Resists +6% light +3% cold Die.at -20.00 life Max.HP +20.00 Knockbk- +20% 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. |
Ashenvy the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +2 Str +4 Mag dps ---------- Dmg.mod +6% arcane +6% fire ----- def ----- Armour +2 Resists +18% fire ---------- misc See.Invis +18 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Glitterslice the iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +15% fire Acc +12 (+4 eff.) On Hit (Melee): * 10% chance to reduce armor by 37% ----- def ----- Armour +1 Fatigue +1% Resists +3% acid +3% fire +12% light 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. |
Infernoumbra the hardened leather gloves (0 def, 6 armour)1.0 T2 hands armor [Rare] Master While equipped: dps ---------- Dmg.mod +15% blight +18% fire Res.pen +10% blight On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 27 ----- def ----- Armour +6 Resists +6% blight Mind.save +8 (+3 eff.) Max.HP +51.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets 'Eclipsekiller' (5 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 7 mind Dmg.mod +6% mind Melee Ret 2 blight 2 darkness ----- def ----- Armour +2 Defense +5 (+3 eff.) Fatigue +3% Resists +7% mind +3% temporal Poison- +20% Silence- +20% Stun/Frz- +20% 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. |
iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
polar iron gauntlets (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +6% 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. |
restful dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +9 (+5 eff.) Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Fatigue +3% Resists +7% blight Spell.save +10 (+3 eff.) HP.reg +5.00 ---------- misc Stam/turn +1.20 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Emelabrewen the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +3 Cun dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +12% mind Res.pen +5% mind Apr +5 ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Ivirin the rough leather cap (0 def, 3 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +1 Str +2 Wil +2 Cun dps ---------- Crit.mult +15.00% Mind.pwr +3 (+2 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +1% Resists +1% physical Phys.save +6 (+6 eff.) A cap made of leather. |
Polawen the Clouddream (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +12% cold Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% light +21% cold Spell.save +3 (+1 eff.) ---------- misc Hate/m.crit +1.00 A pointy cloth hat, very wizardly... |
grounding rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +5% temporal A cap made of leather. |
iron helm 'Cinderglory' (0 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid +6% fire Res.pen +5% lightning Melee Ret 2 fire ----- def ----- Armour +5 Fatigue +5% Resists +6% fire ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spellwoven linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Ego] Arcane While equipped: dps ---------- Spell.crit +2% Spell.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) ---------- misc Mana/turn +0.10 A pointy cloth hat, very wizardly... |
Abyssspawner (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +6% fire ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +16% acid +3% fire +3% cold A suit of armour made of mail. |
rough leather armour (3 def, 2 armour)9.0 T1 light armor [Normal] While equipped: ----- def ----- Armour +2 Defense +3 (+2 eff.) Fatigue +6% A suit of armour made of leather. |
Yviwyn the steel plate armour (7 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Psionic While equipped: Stats +1 Cun +2 Con dps ---------- Phys.pwr +15 (+8 eff.) Res.pen +25% mind Apr +3 ----- def ----- Armour +14 Defense +7 (+4 eff.) Fatigue +22% Mind.save +16 (+6 eff.) ---------- misc Hate/m.crit +4.00 A suit of armour made of metal plates. |
steel plate armour 'Relguhell' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +12% temporal Res.pen +25% blight Melee Ret 4 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +9 Fatigue +22% Max.HP +44.00 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/s.crit +2.00 A suit of armour made of metal plates. |
Nosalen the steel shield (0 def, 4 armour, 36 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Res.pen +25% acid Melee Ret 6 mind On Hit (Melee): * 20% chance to reduce armor by 37% * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Fatigue +8% Resists +21% lightning Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Talents +1 Block Handheld deflection devices. |
Poremina the Shimmerbreak (0 def, 4 armour, 43 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +9% lightning +6% mind Res.pen +20% lightning +15% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 23 ----- def ----- Armour +4 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Hailglean' (0 def, 4 armour, 38 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +12% cold On Hit (Melee): * 7% chance to reduce all saves and defense by 23 On Melee Ret: * 14% chance to reduce all saves and defense by 23 ----- def ----- Armour +4 Fatigue +8% Resists +9% cold +12% fire ---------- misc Talents +1 Block Handheld deflection devices. |
Mayymira the Snowstrike (20/20, 20-28 power, 7 apr)3.0 T2 arrow ammo [Rare] Arcane Power 20.5 - 28.7 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +7.5% Capacity 20 Proj.spd +200% Ranged+ +8 physical +19 cold On Hit.r1 +20 physical While equipped: ---------- misc Reload +2 Arrows are used with bows to pierce your foes to death. |
quiver of ash arrows 'Brighttooth' (20/20, 21-29 power, 7 apr)3.0 T2 arrow ammo [Rare] Master Power 21.0 - 29.4 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +14 Apr +7 Crit +1.5% Capacity 20 Phasing +30% Ranged+ +16 blight +8 arcane On Hit.r1 +12 light +16 arcane On Crit.r2 +20 arcane Arrows are used with bows to pierce your foes to death. |
3 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. |
73 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. |
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. |
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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Ulaldil' (dig speed 38 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +1 Dex +3 Mag +1 Cun ----- def ----- Fatigue -5% Resists +3% cold +1% physical HP.reg +2.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 36 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +10% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
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 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- 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. |
bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- 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. |
watchleader's alchemist's lamp of corpselight1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Spell.crit +4% Spell.pwr +4 (+1 eff.) ----- def ----- Resists +7% blight +7% darkness Blind- +20% Confus- +15% ---------- misc Light +7 Infravis +4 See.Stealth +8 See.Invis +12 The wearer is treated as an undead. The wearer no longer has to breathe. Track: Puts all charms on 34 cooldown Level 4.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 26 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 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 9 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. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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 Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
pouch of steel shots (21/21, 18-22 power, 2 apr)3.0 T2 shot ammo [Normal] Power 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 21 Shots are used with slings to pummel your foes to death. |
Umbrablast [power 25] (22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +2 Str +1 Dex +3 Cun dps ---------- Dmg.mod +6% cold Melee Ret 2 darkness ----- def ----- Resists +6% darkness ---------- misc Infravis +1 Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 22 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
focusing dwarven-steel torque of psionic shield [power 75] (22 cooldown)2.0 T3 torque charm [Ego+] Psionic Setup a psionic shield, reducing all damage taken by 75 for 5 turns Puts all charms on 22 cooldown 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
innervating iron torque of clear mind [power 1] (22 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 22 cooldown 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Emeletira the Bleakjeer [power 116] (13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: ----- def ----- Resists +3% blight +3% temporal Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
2 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. |
innervating elm wand of clairvoyance [power 9] (13 cooldown)2.0 T1 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 9, power 76 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to reduce fatigue by 22% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 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. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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. |
5 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
Curse Lifter (Insane (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Spellswordly Bob the Drem Arcane Blade level 20
43rd Dearth 122nd year of Ascendancy at 18:22 see stats
Exterminator (Insane (Adventure) difficulty)
Killed 1000 creatures.By Spellswordly Bob the Drem Arcane Blade level 22
22nd Loss 122nd year of Ascendancy at 05:16 see stats
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Spellswordly Bob the Drem Arcane Blade level 10
28th Voratun 122nd year of Ascendancy at 09:21 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Spellswordly Bob the Drem Arcane Blade level 20
28th Dearth 122nd year of Ascendancy at 07:58 see stats
Poisonous (Insane (Adventure) difficulty)
Sided with the assassin lord.By Spellswordly Bob the Drem Arcane Blade level 19
25th Wealth 122nd year of Ascendancy at 08:51 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Spellswordly Bob the Drem Arcane Blade level 14
7th Profit 122nd year of Ascendancy at 15:31 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Spellswordly Bob the Drem Arcane Blade level 11
29th Voratun 122nd year of Ascendancy at 21:09 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Spellswordly Bob the Drem Arcane Blade level 15
12nd Profit 122nd year of Ascendancy at 20:53 see stats
Treasure Hoarder (Insane (Adventure) difficulty)
Amassed 3000 gold pieces.By Spellswordly Bob the Drem Arcane Blade level 22
20th Loss 122nd year of Ascendancy at 20:13 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Spellswordly Bob the Drem Arcane Blade level 16
19th Profit 122nd year of Ascendancy at 22:21 see stats
Log
Spellswordly Bob hits Velugarin the skeleton warrior for 14 lightning damage.
Velugarin the skeleton warrior receives 11 healing from Shield of Light.
Spellswordly Bob is dazed!
Velugarin the skeleton warrior casts Sun Ray.
Spellswordly Bob is not dazed anymore.
Spellswordly Bob loses sight!
Velugarin the skeleton warrior hits Spellswordly Bob for (141 absorbed), 0 light (0 total damage).
Searing Sight hits Spellswordly Bob for (17 absorbed), 0 light (0 total damage).
Shield of Light hits Velugarin the skeleton warrior for 11 healing, 11 healing (0 total damage) [24 healing].
Weakness Disease from Spellswordly Bob hits Velugarin the skeleton warrior for 18 blight damage.
Thunderstorm hits Velugarin the skeleton warrior for 27 lightning damage.
Spellswordly Bob casts Chain Lightning.
Spellswordly Bob hits Something for 190 lightning damage.
Spellswordly Bob hits Something for 11 lightning damage.
Searing Sight hits Spellswordly Bob for (17 absorbed), 0 light (0 total damage).
Spellswordly Bob casts Lightning.
Spellswordly Bob hits Something for 179 lightning damage.
Spellswordly Bob hits Something for 11 lightning damage.
The shield around Spellswordly Bob crumbles.
Talent Virulent Disease is ready to use.
Velugarin the skeleton warrior shrugs off Spellswordly Bob's 'Decrepitude Disease'!
Something hits Spellswordly Bob for 189 physical, 43 light, 79 physical, 15 lightning, 19 light, 18 darkness, 63 light (429 total damage).
Searing Sight hits Spellswordly Bob for 20 light damage.
Shield of Light hits Spellswordly Bob for 46 light, 15 lightning, 19 light, 18 darkness, 63 light (163 total damage).
Spellswordly Bob the level 23 drem arcane blade was sun baked to death by Velugarin the skeleton warrior on level 1 of Ruined halfling complex.
The furious lightning storm around Spellswordly Bob calms down and disappears.
You carry too much--you are encumbered!
Drop some of your items.

























































































































