









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Inventory Keys 1.7.0Some improvements to key handling in the inventory dialog and related dialogs used by the 'd'rop command and various item-using talents:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. ¹ Disclaimer: This functionality is actually already present in the main module, if the right subsection of the dialog is focused; we merely arrange for said subsection to have focus when the dialog is initially created and displayed, so that letter selection works without further user action. 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:
Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Drem |
Class | Anorithil |
Level / Exp | 25 / 76% |
Size | medium |
Lifes / Deaths | Killed by Mayonn the orc master assassin at level 25 on the 39th Dearth 122nd year of Ascendancy at 12:10 / 1 |
Primary Stats
Strength | 23 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 20 (base 10) |
Magic | 69 (base 55) |
Willpower | 18 (base 10) |
Cunning | 56 (base 49) |
Resources
Life | -241/527 |
Mana | 356/356 |
Negative | 107/122 |
Positive | 80/122 |
Healing Factor | 1.1870588855781 |
Regeneration | 1.4838236069726 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 4 |
Offense: Mainhand
Damage | 30 |
Accuracy | 5 |
Crit Chance | 18% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 42% |
Speed | 1 |
Offense: Mind
Mindpower | 32 |
Crit Chance | 15% |
Speed | 1 |
Offense: Damage Bonus
Fire | +3% |
Darkness | +45% |
Light | +13% |
Temporal | +3% |
Cold | +27% |
Arcane | +15% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Darkness | +32% |
Mind | +5% |
Arcane | +10% |
Defense: Base
Armour (hardiness) | 15 (30%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 8 |
Physical Save | 15 |
Spell Save | 27 |
Mental Save | 24 |
Defense: Resistances
Acid | + 26%( 70%) |
Blight | + 12%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 42%( 70%) |
All | + 9%( 70%) |
Physical | + 11%( 70%) |
Lightning | + 28%( 70%) |
Light | + 42%( 70%) |
Temporal | + 12%( 70%) |
Mind | + 14%( 70%) |
Darkness | + 9%( 70%) |
Fire | + 22%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Stun Resistance | 74% |
Confusion Resistance | 20% |
Disarm Resistance | 40% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 2.5 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 113 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: 2.5 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 445 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 2.5 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 609% 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. |
Class Talents
Celestial / Eclipse | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Celestial / Sunlight | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
Celestial / Star fury | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Generic Talents
Race / Drem | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Celestial / Chants | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Hymns | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
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 successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 3 of Trollmire. Escort: lost tinker (level 3 of Trollmire)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Random. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished 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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 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 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 pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed ice ant stinger. | 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 within9 lumberjacks have died. | done |
Equipment
On feet | ![]() 2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | ![]() 1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(66 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | ![]() 2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil offense ------ Mindpower +4 (+2 eff.) Ignore resists +10% darkness defense ------ Armor +1 Defense +5 (+5 eff.) Fatigue +1% Resistance +3% blight Unlife -40.00 life Silence Resist +10% Confus Resist +20% A cap made of leather. |
Tool | ![]() 2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: offense ------ Damage +18% darkness +3% fire Ignore resists +15% darkness defense ------ Resistance +3% fire Reveal the area around you, dispelling darkness (radius 9, power 72 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Rare] Arcane While equipped: offense ------ Critical power +15.00% Physical Power +6 (+3 eff.) Spellpower +12 (+3 eff.) Mindpower +6 (+3 eff.) When Hit 2 acid defense ------ Resistance +5% arcane +2% physical Mind save +3 (+1 eff.) Rings make your fingers look great! |
On fingers | ![]() 0.1 Encumbrance T1 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +6 (+3 eff.) Damage +9% mind Ignore resists +5% mind defense ------ Resistance +10% acid +11% fire +13% cold +6% mind +10% lightning Life Regen +1.00 Stun Resist +22% other ------- Light +4 Infravision +4 Rings make your fingers look great! |
Around waist | ![]() 1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Damage +3% light When Hit 8 light defense ------ Resistance +6% light +3% acid Life +33.00 A belt that goes around your waist. |
In main hand | ![]() 5.0 Encumbrance T2 staff 2H weapon [Random Unique] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Physical Crit +1.0% Spell Crit +2% Spellpower +15 (+4 eff.) Damage +15% darkness Ignore resists +10% arcane +8% darkness When Hit 6 arcane other ------- Mana/turn +0.27 Max mana +30.00 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | ![]() 1.0 Encumbrance T3 hands armor [Unique] Master While equipped: Stats +4 Con defense ------ Armor +8 Disarm Resist +40% Stun Resist +30% Knockbk Resist +30% other ------- Cooldown Clinch -2 Unarmed combat: Weapon Damage 19.0 - 20.9 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +7.0% Attack Speed 100% On Hit: 20% Clinch level 3 On Hit: 10% Maim level 3 On Hit: 10% Take Down level 3 These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | ![]() 2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+4 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | ![]() 2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil offense ------ Damage +12% cold +9% darkness +3% temporal defense ------ Defense +1 (+1 eff.) Resistance +3% cold +3% temporal Spell save +5 (+3 eff.) other ------- Max mana +42.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +3% darkness defense ------ Armor +2 Resistance +11% lightning +6% acid Unlife -60.00 life Stun Resist +22% Amulets make your neck look great! |
Inventory
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 178 then cleanse 1 wound, poison, and disease effect. 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. |
![]() 0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 34 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -426 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 852 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 206.20 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 181.80 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Range melee/personal Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 59.69 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 194.56 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 19 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 239.78 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 335 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 0 up to 3 times. 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. |
![]() 0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: defense ------ Physical save +14 (+9 eff.) Spell save +11 (+6 eff.) Mind save +14 (+7 eff.) Blind Resist +22% other ------- Infravision +3 Sight +2 See Invisibility +5 Amulets make your neck look great! |
![]() 0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Cun defense ------ Resistance +12% light +11% darkness Spell save +9 (+5 eff.) Healmod +12% Blind Resist +22% Cut Resist +40% other ------- Mana/turn +0.04 Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.5 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 248 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: Stats +5 Str +9 Con offense ------ Physical Power +5 (+3 eff.) defense ------ Resistance +3% nature Spell save +6 (+3 eff.) other ------- Max stamina +10.00 Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +3 Mag offense ------ Spellpower +6 (+2 eff.) Damage +15% fire defense ------ Defense +8 (+8 eff.) Resistance +5% arcane Mind save +7 (+3 eff.) Confus Resist +22% Rings make your fingers look great! |
![]() 0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master While equipped: offense ------ Damage +15% cold +11% darkness +10% light When Hit 8 mind defense ------ Resistance +22% darkness +20% light Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +5 (+5 eff.) other ------- Light +4 Infravision +4 Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% nature defense ------ Resistance +20% nature Rings make your fingers look great! |
![]() 0.1 Encumbrance T1 ring jewelry [Ego+] Nature/Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +5 (+3 eff.) Damage +11% lightning defense ------ Resistance +22% lightning Rings make your fingers look great! |
![]() 5.0 Encumbrance T1 greatmaul 2H weapon [Rare] Nature Weapon Damage 19.0 - 28.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-crit, radius 2 +21 lightning +14 cold While equipped: offense ------ Move Speed +29% Ignore resists +7% lightning +12% cold When Hit 8 lightning defense ------ Mind save +6 (+3 eff.) Unlife -60.00 life Disarm Resist +10% Confus Resist +20% Massive two-handed mauls. |
![]() 5.0 Encumbrance T2 greatmaul 2H weapon [Ego] Arcane/Master Weapon Damage 27.5 - 41.2 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% On-hit +7 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 27 While equipped: offense ------ Accuracy +9 (+9 eff.) defense ------ Defense +9 (+9 eff.) Disarm Resist +28% Massive two-handed mauls. |
![]() 3.0 Encumbrance T2 greatsword 2H weapon [Rare] Nature Weapon Damage 24.5 - 39.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 nature While equipped: defense ------ Resistance +6% lightning +15% temporal +9% nature +3% acid Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Disrupt Weapon Damage 39.0 - 62.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 17 arcane resource burn Massive two-handed swords. |
![]() 3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Disrupt Weapon Damage 37.5 - 60.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +17 nature On Hit: * 12% chance to slow global speed by 48% Massive two-handed swords. |
![]() 4.0 Encumbrance T3 sling 1H weapon Reqs Dex 24 Shoot [Ego++] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: offense ------ Damage +11% physical Ignore resists +10% all Accuracy +11 (+11 eff.) Ignore Armor +7 other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Random Unique] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +9.0% Spell Crit +3% Spellpower +16 (+4 eff.) On-Hit 21 arcane Damage +20% acid +9% nature defense ------ Armor +5 Defense +20 (+16 eff.) Resistance +6% mind +5% arcane other ------- Mana/turn +0.28 Max mana +74.00 Wards +2 acid Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +12 (+3 eff.) Damage +15% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego+] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +2% Spellpower +8 (+2 eff.) Damage +15% arcane other ------- Max mana +24.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 1H weapon [Random Unique] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +1.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +2 Mag +1 Wil offense ------ Spell Crit +2% Spellpower +9 (+3 eff.) Damage +15% acid +3% cold defense ------ Armor +4 Defense +5 (+5 eff.) Resistance +6% cold other ------- Max mana +10.00 Max psi +20.00 Wards +2 acid Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego++] Arcane/Nature Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +5 Con offense ------ Spell Crit +3% Spellpower +24 (+6 eff.) Damage +20% cold defense ------ Life Regen +0.60 Healmod +12% other ------- Mana/turn +0.11 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +11 (+3 eff.) Damage +15% physical other ------- Mana/turn +0.10 Max mana +54.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
![]() 5.0 Encumbrance T3 staff 2H weapon [Ego+] Arcane Weapon Damage 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +3% Spellpower +15 (+4 eff.) Spellpower/crit +6 Damage +20% physical other ------- Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 32.72 to 39.26 physical damage Puts all charms on 8 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
![]() 3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+10 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 2.5 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 28.78 cold damage and 22.66 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
![]() 3.0 Encumbrance T4 waraxe 1H weapon Reqs Str 35 [Random Unique] Nature/Master/Psionic Weapon Damage 31.0 - 43.4 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% On-hit +14 darkness Damage Against +11% Living While equipped: Stats +7 Str +7 Dex +8 Mag +11 Wil +6 Cun +14 Con offense ------ Physical Power +9 (+5 eff.) Ignore resists +9% physical defense ------ Disarm Resist +15% other ------- Psi when Hit +0.04 Max psi +10.00 One-handed war axes. |
![]() 1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+9 eff.) Resistance +6% blight Stealth +6 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +10% acid +17% physical +15% blight +11% cold +13% fire defense ------ Resistance +13% acid +13% physical +13% darkness +13% fire +15% blight +12% cold +18% mind +11% all Crit Resistance 10.00% Physical save +12 (+8 eff.) Spell save +13 (+7 eff.) Mind save +22 (+11 eff.) Life +20.00 Blind Resist +20% other ------- Cooldown Refit Golem -4 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+1 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+12 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
![]() 2.0 Encumbrance T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil offense ------ Mind Crit +5% Mindpower +10 (+5 eff.) Damage +15% acid +15% nature +15% mind When Hit 20 nature slow 20 poison defense ------ Armor +15 Hardiness +30% Defense +10 (+10 eff.) Resistance +30% nature +11% all Physical save +10 (+7 eff.) Spell save +10 (+5 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. |
![]() 2.0 Encumbrance T3 cloth armor [Random Unique] Nature/Disrupt/Psionic While equipped: Stats +5 Str +6 Mag +4 Wil +1 Cun offense ------ Critical power +14.00% Damage +11% lightning +5% physical +11% cold When Hit: * 5% chance to slow global speed by 48% * 5 arcane resource burn defense ------ Resistance +6% lightning +3% light +15% fire +10% cold +3% mind +11% all Crit Resistance 5.00% other ------- Hate-on-crit +3.00 Psi-on-crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego] Nature While equipped: offense ------ Damage +16% cold defense ------ Resistance +11% all +24% cold A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T3 cloth armor [Ego+] Psionic While equipped: defense ------ Resistance +12% darkness +12% mind +11% all Physical save +13 (+9 eff.) Spell save +12 (+6 eff.) Mind save +26 (+13 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +15 Str +5 Mag +5 Wil +3 Con offense ------ Damage +7% lightning +6% physical +7% cold defense ------ Resistance +7% lightning +7% cold +7% all Crit Resistance 15.00% other ------- Psi when Hit +0.12 Max psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 2.0 Encumbrance T1 cloth armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +3 (+1 eff.) Damage +7% arcane +8% temporal defense ------ Resistance +7% all other ------- Max mana +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 3.0 Encumbrance T1 feet armor [Rare] Arcane While equipped: Stats +4 Dex +3 Mag +3 Wil offense ------ Damage +3% cold Ignore resists +5% cold When Hit 2 physical defense ------ Armor +7 Fatigue +2% Resistance +3% physical Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +7 Dex +4 Mag +2 Wil offense ------ Damage +6% mind Accuracy +18 (+16 eff.) defense ------ Armor +2 Fatigue +3% other ------- Light +3 See Invisibility +9 Unarmed combat: Weapon Damage 18.0 - 25.2 Physical Uses 40% Cun, 40% Dex, 40% Str Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +9 Critical Rate +17.0% Attack Speed 83% Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 1.0 Encumbrance T2 hands armor [Ego++] Disrupt While equipped: offense ------ Physical Power +4 (+2 eff.) Accuracy +7 (+7 eff.) Ignore Armor +7 When Hit: * 18 arcane resource burn defense ------ Armor +2 Resistance +6% blight Spell save +24 (+12 eff.) Unarmed combat: Weapon Damage 15.5 - 17.1 Physical Uses 40% Dex, 40% Str, 40% Cun Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +8 Critical Rate +3.0% Attack Speed 100% On Hit: * 12% chance to reduce armor by 37% * 13% chance to slow global speed by 48% * 17 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Dex +3 Wil defense ------ Armor +1 Fatigue +1% Resistance +7% blight Mind save +6 (+3 eff.) A cap made of leather. |
![]() 14.0 Encumbrance T2 heavy armor [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +6 Defense +2 (+2 eff.) Fatigue +12% Resistance +12% blight +12% darkness other ------- Light +1 A suit of armour made of mail. |
![]() 9.0 Encumbrance T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con defense ------ Armor +6 Defense +4 (+4 eff.) Ranged Defense +8 (+8 eff.) Fatigue +10% Life +45.00 Life Regen +2.00 Knockbk Resist +50% other ------- Encumbrance +20 Stamina/turn +1.00 Max stamina +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 Encumbrance T3 light armor [Ego+] Nature While equipped: defense ------ Armor +6 Defense +9 (+9 eff.) Fatigue +8% Life +22.00 Life Regen +2.00 Healmod +12% A suit of armour made of leather. |
![]() 7.0 Encumbrance T1 shield armor Reqs - Shield usage training [Ego+] Arcane/Master When used to Attack: Weapon Damage 8.0 - 9.6 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +2.5% Block +41 On-hit +11 light +12 darkness While equipped: Stats +2 Cun +2 Mag offense ------ Damage +11% light +11% darkness defense ------ Armor +5 Fatigue +8% Resistance +11% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
![]() 3.0 Encumbrance T2 arrow ammo Reqs Dex 16 [Ego+] Nature/Master Weapon Damage 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +12.5% Capacity 23 Projectile Speed +200% On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 75 physical damage On Critical: * Wound the target dealing 104 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+6 eff.) Physical save +6 (+5 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance 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. |
![]() 0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Physical save +4 (+4 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +3 Str defense ------ Fatigue -5% While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Physical save +2 (+2 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Physical 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. |
![]() 0.0 Encumbrance heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
![]() 2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Resistance +9% nature Mind save +6 (+3 eff.) Unlife -80.00 life Life +20.00 Life Regen +4.00 Healmod +10% other ------- Light +3 See Stealth +8 See Invisibility +8 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. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
![]() 1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance 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. |
![]() 2.0 Encumbrance 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. |
![]() 3.0 Encumbrance T3 shot ammo Reqs Dex 24 [Ego] Arcane/Master Weapon Damage 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Accuracy +10 Ignore Armor +3 Critical Rate +5.0% Capacity 17 On-ranged-hit +5 cold Shots are used with slings to pummel your foes to death. |
![]() 2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +15 (+14 eff.) Resistance +2% physical +3% light +9% cold Healmod +20% Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 192 Base Damage: 93 Armor: 0 All Resist: 3 Puts all charms on 17 turn cooldown Natural totems are made by powerful wilders to store nature power. |
![]() 0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
![]() 2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: offense ------ Mind Crit +2% Mindpower +30 (+13 eff.) other ------- Hate-on-crit +5.00 Light +3 Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
![]() 0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
![]() 0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Random the Drem Anorithil level 8
3rd Acquisition 122nd year of Ascendancy at 05:27 see stats
By Random the Drem Anorithil level 23
29th Dearth 122nd year of Ascendancy at 10:14 see stats
By Random the Drem Anorithil level 10
9th Profit 122nd year of Ascendancy at 13:45 see stats
By Random the Drem Anorithil level 20
30th Wealth 122nd year of Ascendancy at 17:38 see stats
By Random the Drem Anorithil level 20
30th Wealth 122nd year of Ascendancy at 19:04 see stats
By Random the Drem Anorithil level 7
26th Voratun 122nd year of Ascendancy at 14:03 see stats
By Random the Drem Anorithil level 14
36th Profit 122nd year of Ascendancy at 20:01 see stats
By Random the Drem Anorithil level 24
30th Dearth 122nd year of Ascendancy at 20:00 see stats
By Random the Drem Anorithil level 18
8th Wealth 122nd year of Ascendancy at 00:03 see stats
Log
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
You pickup 0.50 gold pieces.
You pickup 0.50 gold pieces.
Ran for 4 turns (stop reason: hostile spotted to the south (Mayonn the orc master assassin)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Mayonn the orc master assassin)).
Resting starts...
Rested for 0 turns (stop reason: hostile spotted to the south (Mayonn the orc master assassin)).
Random casts Sunburst.
Random hits Mayonn the orc master assassin for (14 flat reduction), 307 light (307 total damage).
Random is poisoned!
Random's Shadow Blast is disrupted by crippling poison!
Random's Bathe in Light is disrupted by crippling poison!
Random's Rune: Shatter Afflictions is disrupted by crippling poison!
Random's Rune: Reflection Shield is disrupted by crippling poison!
Random is poisoned!
Mayonn the orc master assassin's Venomous Strike performs a ranged critical strike against Random!
Random's Jumpgate: Teleport To is disrupted by crippling poison!
Random's Circle of Sanctity is disrupted by crippling poison!
Random's Twilight Surge is disrupted by crippling poison!
Random's Totality is disrupted by crippling poison!
Mayonn the orc master assassin's spell attains critical power!
Mayonn the orc master assassin roars triumphantly.
Deadly Poison from Mayonn the orc master assassin hits Random for 23 nature damage.
Mayonn the orc master assassin's Venomous Strike hits Random for 462 nature, 9 lightning, 13 cold, 26 lightning (510 total damage).
Mayonn the orc master assassin's Venomous Strike hits Random for 235 nature damage.
Random the level 25 drem anorithil was treehugged to death by Mayonn the orc master assassin on level 1 of Daikara.