










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
| Addons | Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Items Vault 1.5.0Donators/Buyers bonus! Streamlined Early Game 1.5.3Removes the tedium of early-game world map navigation. Choose your Alchemist Elixir quest rewards at character creation, and configure your Rod of Recall to take you directly between pre-Dreadfell points of interest. This add-on does not affect game balance or difficulty. All races and classes with required starting zones must still complete those before they can take advantage of the new Rod of Recall functionality. Forbidden Cults 1.5.9Official 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.
Ignore Race/Class Locks 1.1.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Ashes of Urh'Rok 1.5.0Official 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:
Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.5.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.5.10This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Cornac |
| Class | Shadowblade |
| Level / Exp | 21 / 69% |
| Size | medium |
| Lifes / Deaths | Killed by Zubima the gigantic corrosive tunneler at level 21 on the 71st Dusk 122nd year of Ascendancy at 20:24 / 2Killed by Saluyath the gigantic gravity worm at level 21 on the 72nd Dusk 122nd year of Ascendancy at 05:47 |
Primary Stats
| Strength | 21 (base 16) |
| Dexterity | 80 (base 50) |
| Constitution | 10 (base 10) |
| Magic | 22 (base 19) |
| Willpower | 18 (base 10) |
| Cunning | 36 (base 27) |
Resources
| Life | -14/468 |
| Mana | 232/260 |
| Stamina | 5/180 |
| Positive | 108/110 |
| Healing Factor | 1.2590402210567 |
| Regeneration | 3.9659766963286 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +75.63025210084% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 6 |
| See Stealth | 30.21843308342 |
| See Invisible | 30.21843308342 |
Offense: Mainhand
| Damage | 66 |
| Accuracy | 47 |
| Crit Chance | 18% |
| APR | 17 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 59 |
| Accuracy | 47 |
| Crit Chance | 22% |
| APR | 30 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 26 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Damage Bonus
| Light | +12% |
| Blight | +21% |
| Arcane | +18% |
| Cold | +12% |
| Fire | +19% |
Offense: Damage Penetration
| Blight | +50% |
| Lightning | +20% |
| Fire | +20% |
Defense: Base
| Armour (hardiness) | 10 (37.587548638132%) |
| Defense | 42 |
| Ranged Defense | 42 |
| Fatigue | 0 |
| Physical Save | 10 |
| Spell Save | 24 |
| Mental Save | 32 |
Defense: Resistances
| Blight | + 11%( 70%) |
| Arcane | + 5%( 70%) |
| Mind | + 3%( 70%) |
| All | 0%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 25%( 70%) |
| Cold | + 18%( 70%) |
| Fire | + 33%( 70%) |
| Nature | + 10%( 70%) |
Defense: Immunities
| Silence Resistance | 26% |
| Confusion Resistance | 20% |
| Stun Resistance | 47% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 10% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 23 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 189 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 237 and cleanse 1 wound and 1 poison effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 366% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Duelist | 1.20 |
| 3/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Shadow magic | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 1/5 |
| Technique / Dual techniques | 1.20 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Temporal | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Cunning / Lethality | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.10 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 0.80 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Spell / Conveyance | 1.00 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.20 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Effects
| detrimental effect | Reduces global action speed by 32%. Slow |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+4 cooldowns). Infusion Saturation |
| detrimental effect | All cooldowns increased by 52%. Decaying Ground |
| beneficial effect | The target is wide awake and has 101% resistance to sleep effects. Insomnia |
| beneficial effect | Parrying melee and ranged attacks: Has a 26% chance to deflect up to 21 damage from the next 1.0 attack(s). Parried attacks cannot crit. Parrying |
| beneficial effect | Increases the effectiveness of all healing the target receives by 15%. Empowered Healing |
| detrimental effect | One or more of your marked sustains has been deactivated: Sustain Loss· Shadow Combat · Stealth · Shadow Feed |
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 lost anorithil to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost anorithil (level 2 of Ruins of Kor'Pul)As a reward you gained talent category Celestial / Light (at mastery 0.80). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * You've found the needed warg claw. * '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.' Marus of Elvala needs your help making an elixir of mastery. 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.' * You've found the needed sandworm tooth. * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * '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.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed black mamba head. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within6 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 | undeterred pair of iron boots of evasion (11 def, 3 armour)3.0 T1 feet armor [Ego++] Arcane/Master While equipped: ----- def ----- Armour +3 Defense +11 (+4 eff.) Fatigue +2% Silence- +21% Confus- +20% Stun/Frz- +24% Evasion: (Instant) Puts all charms on 18 cooldown Level 2.6 Pwr.cost 18 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 34% chance to evade melee and ranged attacks and 28 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Olizilahir the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Resists +3% mind +3% darkness Mind.save +18 (+9 eff.) Max.HP +45.00 Silence- +5% Knockbk- +10% ---------- misc Light +2 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | hardened leather cap 'Galetouch' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +5 Str +6 Dex +2 Mag dps ---------- Res.pen +20% lightning ----- def ----- Armour +3 Fatigue +3% Resists +15% darkness ---------- misc Light +3 Infravis +6 A cap made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Fire Breath: Level 2.0 Pwr.cost 14 out of 24/24. Range melee/personal Travel.spd instantaneous Is a nature gift a mind power Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 129.62 fire damage over 3 turns, and has a 25% chance of being Flameshocked for 3 turns, stunning them. The damage will increase with your Strength, and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| Tool | Arydhekira [power 253] (6 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% blight Res.pen +25% blight Melee Ret 16 blight ----- def ----- Resists +5% arcane Fire a bolt of a random element with (base) damage 126 to 253 Puts all charms on 6 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | rogue's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Cun ----- def ----- Defense +4 (+2 eff.) HP.reg +1.20 Stun/Frz- +23% Rings can have magical properties. |
| On fingers | sneakthief's gold ring0.1 T3 ring jewelry [Ego+] Master While equipped: Stats +6 Cun +4 Dex dps ---------- Acc +9 (+3 eff.) Rings can have magical properties. |
| Around neck | Mirror Shards0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light On Melee Ret: * 30% chance to blind ----- def ----- Resists +25% light ---------- misc Light +1 Create a reflective shield (50% reflection rate, 194 strength, based on Magic) for 5 turns. Uses 14 power out of 13/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
| In main hand | insidious dwarven-steel dagger (20.5-26.65 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature Power 20.5 - 26.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +20 insidious poison Sharp, short and deadly. |
| Around waist | Ashwrither =breath=1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% arcane Res.pen +20% fire ----- def ----- Resists +6% blight +15% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-19.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Searhacker (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Wil +1 Mag dps ---------- Dmg.mod +3% blight +9% fire Res.pen +25% blight Melee Ret 8 fire ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Chamyran the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Cun +2 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +12% cold ----- def ----- Resists +5% blight +18% cold Spell.save +15 (+8 eff.) Mind.save +9 (+5 eff.) Max.HP +46.00 HP.reg +1.70 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the titan (heal 107 over 5 turns)0.1 T1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 107 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
movement infusion (300% speed; 6 turns)0.1 T2 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 300% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 6 turns. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. Press to compare to your current inscriptions |
shielding rune of the duelist (absorb 401 for 4 turns)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 401 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
teleportation rune of the titan (range 46)0.1 T2 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 29 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 46 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
invisibility rune of the wizard (power 9 for 6 turns)0.1 T3 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 32 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to become invisible (power 9) for 6 turns. As you become invisible you fade out of phase with reality, all your damage is reduced by 40%. 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 ability. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +20% ----- def ----- Fatigue -20% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
gold ring0.1 T3 ring jewelry [Normal] Rings can have magical properties. |
psionicist's gold ring of darkness (+20%)0.1 T3 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Mind.save +8 (+4 eff.) Rings can have magical properties. |
rogue's gold ring of aether (+12%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% arcane ----- def ----- Defense +6 (+2 eff.) Resists +12% arcane Rings can have magical properties. |
shimmering ash magestaff of projection (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +8 (+4 eff.) Dmg.mod +15% lightning ---------- misc Mana/turn +0.10 Max.mana +36.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 13.88 to 16.66 lightning damage Puts all charms on 3 cooldown Staves designed for wielders of magic, by the greats of the art. |
shimmering ash vilestaff (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+3 eff.) Dmg.mod +15% darkness ---------- misc Mana/turn +0.14 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
arcing steel battleaxe (17.5-26.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane Power 17.5 - 26.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed battleaxes. |
dwarven-steel battleaxe (28-42 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Normal] Power 28.0 - 42.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Umbraidol' (30.5-45.75 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Rare] Nature Power 30.5 - 45.8 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 darkness +13 temporal +14 nature On Hit: * 20 arcane resource burn While equipped: ----- def ----- Resists +9% blight +9% cold +6% darkness +3% temporal Massive two-handed battleaxes. |
balanced dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego] Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+4 eff.) Disarm- +31% Massive two-handed mauls. |
dwarven-steel greatmaul (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Normal] Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
hateful steel longsword (14-19.6 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness Against +9% Living Sharp, long, and deadly. |
arcing dwarven-steel longsword (24.5-34.3 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego] Arcane Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 lightning On Hit: * 25% chance for lightning to arc to a second target Sharp, long, and deadly. |
dwarven-steel longsword (23.5-32.9 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Normal] Power 23.5 - 32.9 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +4 Crit +3.5% Atk.spd 100% Sharp, long, and deadly. |
dwarven-steel mace (24-33.6 power, 4 apr)3.0 T3 mace 1H weapon Reqs Str 24 [Normal] Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% Blunt and deadly. |
steel waraxe 'Murkglamour' (13.5-18.9 power, 5 apr)3.0 T2 waraxe 1H weapon [Rare] Nature Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +10 nature +9 temporal While equipped: dps ---------- Dmg.mod +18% darkness Melee Ret 12 darkness ---------- misc Stam/turn +0.80 One-handed war axes. |
Unerring Scalpel (15-19.5 power, 25 apr)1.0 T1 dagger 1H weapon [Unique] Arcane Power 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +25 Crit +0.0% Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+6 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. |
Zanychik (19-24.7 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 19.0 - 24.7 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to disease While equipped: Stats +1 Mag +2 Wil +4 Cun dps ---------- Spell.pwr +5 (+2 eff.) Res.pen +5% mind ---------- misc Psi/ret +0.04 Sharp, short and deadly. |
Umbrapiety the dwarven-steel dagger (17-22.1 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Nature Power 17.0 - 22.1 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 nature +8 temporal On Crit.r2 +8 darkness While equipped: Stats +3 Con dps ---------- Res.pen +25% darkness ----- def ----- Fatigue -4% ---------- misc See.Invis +12 Sharp, short and deadly. |
dwarven-steel dagger 'Silinor' (21-27.3 power, 7 apr)1.0 T3 dagger 1H weapon [Rare] Disrupt Power 21.0 - 27.3 Physical Uses 45% Cun, 45% Dex Mastery Dagger Mastery Acc+ +0.5% APR / acc Apr +7 Crit +6.0% Atk.spd 100% Against +10% Unnatural On Hit: * disrupts spell-casting While equipped: Stats +3 Dex ----- def ----- Fatigue -6% Resists +12% mind +3% lightning Pinning- +10% Knockbk- +10% Sharp, short and deadly. |
Spiderwake the thorny mindstar (9-9.9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic This mindstar projects psionic energy if enough is absorbed. The natural wyrm seeks an element. Power 9.0 - 9.9 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 mind While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +9% lightning +10% fire +6% mind +10% cold Melee Ret 3 lightning 2 physical 4 cold 2 fire 4 acid On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +4% lightning +4% physical +5% acid +5% fire +3% nature +4% cold Mind.save +5 (+3 eff.) ---------- misc Max.psi +10.00 Masteries +0.10 Psionic/Focus +0.20 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
mage-hunter's cured leather sling of cunning (+5)4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Disrupt/Master Acc+ +0.1% dam / acc Atk.spd 125% Range +7 While equipped: Stats +5 Cun +3 Wil dps ---------- Mind.pwr +7 (+4 eff.) Res.pen +11% physical On Hit (Ranged): * 9 arcane resource burn ---------- misc Masteries +0.10 Wild-gift/Antimagic Slings are used to hurl stones or metal shots at your foes. |
quiver of ash arrows of wind (12/12, 23.5-32.9 power, 7 apr)3.0 T2 arrow ammo [Ego] Nature Power 23.5 - 32.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +7 Crit +1.5% Capacity 12 Proj.spd +200% On Hit: * 10% chance to create an air burst Arrows are used with bows to pierce your foes to death. |
steel shield 'Duathelquencher' (6 def, 2 armour, 40 block)7.0 T2 shield armor Reqs Heavy Armour Training 2 [Rare] Master While equipped: dps ---------- On Hit (Melee): * 30% chance to inflict 15% damage reduction ----- def ----- Armour +2 Defense +6 (+2 eff.) Rng.Def +6 (+2 eff.) Fatigue +6% Resists +12% physical ---------- misc See.Invis +15 Telepathy Dragon Talents +2 Block Handheld deflection devices. |
dwarven-steel shield of earthen fury (8 def, 10 armour, 83.5 block)7.0 T3 shield armor Reqs Str 24 Heavy Armour Training 2 [Ego+] Nature While equipped: ----- def ----- Armour +10 Hardiness +7% Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +12% Resists +14% physical ---------- misc Talents +3 Block Handheld deflection devices. |
cashmere robe 'Loridedil' (2 def, 0 armour)2.0 T3 cloth armor [Rare] Psionic While equipped: Stats +2 Con dps ---------- Mind.crit +3% Phys.pwr +6 (+2 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +10% darkness +9% physical Res.pen +9% darkness +9% physical Apr +2 ----- def ----- Defense +2 (+1 eff.) Spell.save +30 (+15 eff.) Die.at -80.00 life HP.reg +0.80 Blind- +15% ---------- misc Max.hate +8.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
prismatic rough leather armour of spell shielding (1 def, 2 armour)9.0 T1 light armor [Ego] Arcane While equipped: ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +11% light +11% darkness +5% arcane Spell.save +10 (+5 eff.) A suit of armour made of leather. |
spiked dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% A suit of armour made of mail. |
spiked dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Str 28 [Ego] Master/Psionic While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +16% Resists +6% mind Mind.save +15 (+8 eff.) A suit of armour made of mail. |
dwarven-steel plate armour (5 def, 11 armour)17.0 T3 massive armor Reqs Str 35 Heavy Armour Training 3 [Normal] While equipped: ----- def ----- Armour +11 Defense +5 (+2 eff.) Fatigue +24% A suit of armour made of metal plates. |
Brenygrim the Chargewinter1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Res.pen +25% nature On Hit (Melee): * 30% chance to daze at end of turn ----- def ----- Resists +24% lightning +8% fire +9% cold A belt that goes around your waist. |
Toryrin the Brandbrawn1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +4 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +12% acid +18% fire Res.pen +10% acid ----- def ----- Resists +18% fire Phys.save +8 (+8 eff.) ---------- misc Size +1 A belt that goes around your waist. |
hardened leather belt 'Emeluyabeth'1.0 T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +4 Dex +4 Cun +7 Lck dps ---------- Phys.crit +4.0% Crit.mult +8.00% Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Resists +5% arcane +3% temporal Mind.save +8 (+4 eff.) Stealth +8 Confus- +25% Stun/Frz- +10% ---------- misc T.Disarm +5 Infravis +4 A belt that goes around your waist. |
nightruned hardened leather belt of resilience1.0 T3 belt armor [Ego] Arcane/Nature While equipped: ----- def ----- Resists +8% light +8% darkness Max.HP +35.00 A belt that goes around your waist. |
cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Normal] While equipped: ----- def ----- Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of battle (2 def, 6 armour)2.0 T3 cloak armor [Ego] Master While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +2 (+0 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue -3% Resists +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hanosta (5 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Cun +4 Wil dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) Res.pen +20% mind ----- def ----- Armour +3 Defense +5 (+2 eff.) Rng.Def +5 (+2 eff.) Fatigue +3% Resists +6% blight ---------- misc Equi/ret +0.12 A pair of boots made of leather. |
Glowoblivion the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str +2 Dex +4 Mag +1 Wil dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +9% light ----- def ----- Armour +1 ---------- misc Telepathy Humanoid/Orc Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Darkscar the hardened leather gloves (0 def, 6 armour)1.0 T3 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 lightning Dmg.mod +5% lightning ----- def ----- Armour +6 Resists +7% lightning Phys.save +9 (+9 eff.) Mind.save +9 (+5 eff.) Die.at -20.00 life Teleport- +15% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Zerihek the hardened leather gloves (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +3 Dex +1 Mag +10 Con dps ---------- Acc +14 (+4 eff.) ----- def ----- Armour +2 Fatigue -4% ---------- misc Max.psi +40.00 Infravis +2 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
hardened leather gloves 'Durehad' (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +10 (+3 eff.) ----- def ----- Armour +2 Resists +9% cold Phys.save +30 (+20 eff.) Spell.save +32 (+16 eff.) Teleport- +20% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duskpeal the dwarven-steel gauntlets (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Res.pen +15% darkness Acc +7 (+2 eff.) Apr +10 ----- def ----- Armour +2 Resists +6% blight +9% darkness Steady Shot: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Gunizilaretar (0 def, 6 armour)1.5 T3 hands armor [Rare] Psionic While equipped: Stats +6 Con ----- def ----- Armour +6 HP.reg +1.60 Confus- +15% Stun/Frz- +15% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.90 Max.stam +18.00 Metal gloves protecting the hands up to the middle of the lower arm. |
Woelord (0 def, 2 armour)1.5 T3 hands armor [Rare] Master While equipped: Stats +4 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee Ret 8 darkness ----- def ----- Armour +2 Resists +6% nature +9% acid Spell.save +15 (+8 eff.) Mind.save +20 (+9 eff.) Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of dispersion (0 def, 2 armour)1.5 T3 hands armor [Ego+] Arcane While equipped: Stats +6 Wil +4 Mag dps ---------- Melee+ 4 arcane 5 darkness Dmg.mod +4% darkness ----- def ----- Armour +2 Resists +4% arcane +10% darkness Disperse Magic: Puts all charms on 12 cooldown Level 3.0 Pwr.cost 12 out of 20/20. Range 10 Travel.spd instantaneous Is a spell Description: Removes up to 3 magical effects (good effects from foes, and bad effects from friends) from the target. At level 3, it can be targeted. Metal gloves protecting the hands up to the middle of the lower arm. |
Islira the Searenvy (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind +6% fire Res.pen +20% light +15% fire Melee Ret 16 fire ----- def ----- Defense +2 (+1 eff.) Resists +12% mind +6% fire ---------- misc Light +3 A pointy cloth hat, very wizardly... |
Torchreeve (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +18% fire Melee Ret 8 lightning ----- def ----- Armour +3 Fatigue +3% Resists +9% lightning +15% fire A cap made of leather. |
stabilizing hardened leather cap of absorption (0 def, 3 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Fatigue +3% Phys.save +10 (+10 eff.) ---------- misc Stam/ret +0.70 Equi/ret +1.30 A cap made of leather. |
grounding iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +6% lightning +6% temporal +7% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Malezilagar' (0 def, 5 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +15% physical Apr +4 ----- def ----- Armour +5 Fatigue +5% Resists +1% physical Max.HP +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Kegas (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +3 Wil +4 Con ----- def ----- Armour +4 Fatigue +4% Resists +18% lightning +3% temporal +10% light +13% darkness Phys.save +6 (+6 eff.) Stun/Frz- +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 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. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
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. |
2 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 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.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. |
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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+6 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. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
89 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. |
bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +40.00 ---------- misc Light +4 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. |
Eloba1.0 T3 lite [Rare] Master While equipped: ----- def ----- Mind.save +9 (+5 eff.) Silence- +15% Pinning- +10% Teleport- +25% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp1.0 T3 lite [Normal] While equipped: ---------- misc Light +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 (3/3)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 117 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. |
hateful steel torque of psychoportation [power 28] (18 cooldown)2.0 T2 torque charm [Ego] Psionic Teleport randomly (rad 28) Puts all charms on 18 cooldown 100% to regenerate 3 hate. Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of kinetic psionic shield [power 77] (16 cooldown)2.0 T2 torque charm [Ego+] Psionic Setup a psionic shield, reducing all physical, nature, temporal and acid damage by 77 for 7 turns Puts all charms on 16 cooldown Torques are made by powerful psionics to store psionic powers. |
Elisewen [power 77] (12 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: ----- def ----- Resists +9% blight +6% darkness +9% acid Die.at -80.00 life Poison- +20% Stun/Frz- +5% ---------- misc Talents +3 Silence Cooldown Silence -1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 77 for 7 turns Puts all charms on 12 cooldown Torques are made by powerful psionics to store psionic powers. |
Betuwyn the yew totem of cure ailments [power 3] (6 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: dps ---------- Mind.crit +2% On Hit (Melee): * 20 arcane resource burn ----- def ----- Spell.save +15 (+8 eff.) Heal/summ +20 ---------- misc Hate/m.crit +3.00 Max.psi +20.00 Telepathy Demon/Minor Demon/Major Remove up to 3 poisons or diseases from a target within range 6 (based on Willpower) Puts all charms on 6 cooldown 100% to regenerate 7 stamina. Natural totems are made by powerful wilders to store nature power. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By REded the Cornac Shadowblade level 11
16th Dusk 122nd year of Ascendancy at 05:38 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By REded the Cornac Shadowblade level 10
9th Dusk 122nd year of Ascendancy at 01:18 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By REded the Cornac Shadowblade level 20
67th Dusk 122nd year of Ascendancy at 10:51 see stats
Rescuer of the lost (Insane (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By REded the Cornac Shadowblade level 19
52nd Dusk 122nd year of Ascendancy at 06:12 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By REded the Cornac Shadowblade level 11
10th Dusk 122nd year of Ascendancy at 14:11 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By REded the Cornac Shadowblade level 8
1st Summertide 122nd year of Ascendancy at 12:26 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By REded the Cornac Shadowblade level 16
31st Dusk 122nd year of Ascendancy at 11:15 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By REded the Cornac Shadowblade level 21
71st Dusk 122nd year of Ascendancy at 20:24 see stats
Log
REded reflects damage back to Something!
Something hits REded for (39 absorbed), 0 physical, (69 absorbed), 0 acid (0 total damage).
REded hits Something for 20 reflected, 34 reflected (54 total damage).
The unstable sand tunnel collapses!
Thought-forged warrior rushes out!
Your shield crumbles under the damage!
The shield around REded crumbles.
REded is dazed!
REded reflects damage back to Thought-forged warrior!
REded hits Thought-forged warrior for 10 reflected, 18 blight, 10 fire (37 total damage).
Thought-forged warrior hits REded for (19 absorbed), 72 physical (72 total damage).
REded is not dazed anymore.
Thought-forged warrior slows down.
Thought-forged warrior is caught in decaying ground.
A shield forms around REded.
A shield forms around thought-forged warrior.
A shield forms around Saluyath the gigantic gravity worm.
Saluyath the gigantic gravity worm's gravity area effect hits REded for 28 physical damage.
Saluyath the gigantic gravity worm's gravity area effect hits Thought-forged warrior for 24 physical damage.
Saluyath the gigantic gravity worm's gravity area effect hits Sand-drake for 26 physical damage.
Saluyath the gigantic gravity worm's gravity area effect hits Lisimina the sand-drake for (12 resist armour), 18 physical (18 total damage).
Saluyath the gigantic gravity worm's decaying ground area effect hits REded for 9 physical, 8 blight (17 total damage).
Saluyath the gigantic gravity worm's decaying ground area effect hits Thought-forged warrior for 9 physical, 7 blight (16 total damage).
Saluyath the gigantic gravity worm's decaying ground area effect hits Sand-drake for 8 physical, 12 blight (20 total damage).
REded receives 11 healing from REded's healing light area effect.
Thought-forged warrior receives 11 healing from REded's healing light area effect.
Saluyath the gigantic gravity worm receives 10 healing from REded's healing light area effect.
Your shield crumbles under the damage!
The shield around REded crumbles.
Saving game...
































































































































