Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Krog |
Class | Marauder |
Level / Exp | 22 / 85% |
Size | big |
Lifes / Deaths | Killed by Velirawe the giant ice ant at level 22 on the 4th Haze 122nd year of Ascendancy at 13:29 3 / 2Killed by Velirawe the giant ice ant at level 22 on the 4th Haze 122nd year of Ascendancy at 15:33 |
Antimagic | Follower |
Primary Stats
Strength | 40 (base 36) |
Dexterity | 43 (base 26) |
Constitution | 39 (base 30) |
Magic | 10 (base 10) |
Willpower | 39 (base 16) |
Cunning | 29 (base 17) |
Resources
Life | 660/660 |
Stamina | 236/236 |
Equilibrium | 30 |
Healing Factor | 1.2162543368031 |
Regeneration | 13.682861289035 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 2 |
Offense: Mainhand
Damage | 46 |
Accuracy | 69 |
Crit Chance | 14% |
APR | 40 |
Speed | 1.00 |
Offense: Offhand
Damage | 49 |
Accuracy | 69 |
Crit Chance | 18% |
APR | 42 |
Speed | 1.00 |
Offense: Spell
Spellpower | 10 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 37 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Physical | +14% |
Mind | +5% |
Arcane | +12% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Physical | +57% |
Mind | +44% |
All | +24% |
Defense: Base
Armour (hardiness) | 19 (38.594633868923%) |
Defense | 54 |
Ranged Defense | 54 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 17 |
Mental Save | 27 |
Defense: Resistances
Acid | + 41%( 70%) |
Lightning | + 21%( 70%) |
Darkness | + 21%( 70%) |
Cold | + 25%( 70%) |
Physical | + 52%( 70%) |
Mind | + 31%( 70%) |
All | + 19%( 70%) |
Defense: Immunities
Stun Resistance | 72% |
Silence Resistance | 20% |
Instadeath Resistance | 100% |
Confusion Resistance | 52% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 216 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 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 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 140 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 525% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.44 |
| 5/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Technique / Battle tactics | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.50 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.20 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| 1/5 |
Race / Krog | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Antimagic Shield |
beneficial effect | Parrying melee and ranged attacks: Has a 62% chance to deflect up to 19 damage from the next 2.3 attack(s). Parried attacks cannot crit. Parrying |
Quests
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. 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 Horned Horror. * 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. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. | 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 has completed an elixir of the fox without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * '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.' * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Equipment
On feet | Shockriver the pair of iron boots (0 def, 3 armour) Shockriver the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Str +5 Dex dps ---------- Melee Ret 2 physical ----- def ----- Armour +3 Fatigue -3% Resists +3% lightning +1% physical Phys.save +5 (+2 eff.) ---------- misc Max.enc +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Voryriba' brass lantern 'Voryriba'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.crit +2.0% Dmg.mod +6% physical ----- def ----- Resists +12% acid +3% darkness Max.HP +62.00 Disease- +20% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Crown of Command (3 def, 6 armour) Crown of Command (3 def, 6 armour)3.0 T3 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con +10 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +4% Resists +8% physical ---------- misc Masteries +0.20 Technique/Superiority +0.20 Cunning/Survival Indomitable: (Instant) Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Description: Halflings have one of the most powerful military forces in the known world and have been at war with most other races for thousands of years. Removes 2 stun, daze, or pin effects and grants immunity to stuns, dazes and pins for 2 turns. This crown was worn by the Halfling king Roupar, who ruled over the Nargol lands in the Age of Dusk. Those were dark times, and the king enforced order and discipline under the harshest of terms. Any who deviated were punished, any who disagreed were repressed, and many disappeared without a trace into his numerous prisons. All must be loyal to the crown or suffer dearly. When he died without heir the crown was lost and his kingdom fell into chaos. |
On hands | Polata (0 def, 2 armour) Polata (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 11 cold Dmg.mod +6% cold ----- def ----- Armour +2 Fatigue +3% Resists +7% cold Crit.chn- 15.00% HP.reg +4.00 Silence- +20% Confus- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Layiyawen [power 165] (15 cooldown) Layiyawen [power 165] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Dmg.mod +12% arcane ----- def ----- Defense +15 (+5 eff.) Resists +15% mind Blast the opponent's mind dealing 173 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Isorakira Isorakira0.1 T2 ring jewelry [Random Unique] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Acc +6 (+2 eff.) Melee Ret 2 arcane ----- def ----- Defense +10 (+3 eff.) Fatigue -4% Resists +1% physical HP.reg +7.00 Stun/Frz- +20% ---------- misc Max.enc +22 Rings make your fingers look great! |
On fingers | Scumwoe the copper ring Scumwoe the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Con dps ---------- Res.pen +10% mind +15% physical Acc +5 (+1 eff.) Apr +1 On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Fatigue -5% ---------- misc Max.enc +20 Rings make your fingers look great! |
Around neck | warrior's steel amulet of mastery (0.14 Technique / Dual techniques) warrior's steel amulet of mastery (0.14 Technique / Dual techniques)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.60 Masteries +0.14 Technique/Dual techniques Amulets make your neck look great! |
In main hand | dwarven-steel dagger 'Baregahad' (18-23 power, 7 apr) dwarven-steel dagger 'Baregahad' (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Mag dps ---------- Spell.crit +1% Crit.mult +15.00% Res.pen +24% all Acc +32 (+8 eff.) Apr +24 ---------- misc Equi/ret +0.04 Max.hate +2.00 Sharp, short and deadly. |
Around waist | noble's rough leather belt of the vagrant noble's rough leather belt of the vagrant1.0 T1 belt armor [Ego++] Nature/Master While equipped: Stats +4 Wil +4 Cun +2 Con dps ---------- Mind.pwr +4 (+2 eff.) Against +16% Summoned ----- def ----- D.Red.from +16% Summoned Mind.save +5 (+2 eff.) A belt that goes around your waist. |
In off hand | truestriking voratun dagger of erosion (37-48 power, 9 apr) truestriking voratun dagger of erosion (37-48 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Ego+] Nature/Master Power 37.0 - 48.1 Physical Uses 50% Str, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Res.pen +8% physical Acc +11 (+3 eff.) Apr +8 Sharp, short and deadly. |
Cloak | Cyroratira the Viperrazor (16 def, 0 armour) Cyroratira the Viperrazor (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +3 Wil +1 Con dps ---------- Dmg.mod +3% physical Acc +10 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 51% ----- def ----- Defense +16 (+5 eff.) Mind.save +6 (+3 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 | Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 34.35 to 42.94 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Inventory
movement infusion of the wizard (speed 567%; cd 13) movement infusion of the wizard (speed 567%; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 567% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 27%; mental; dur 4; cd 14) wild infusion of the psychic (res 27%; mental; dur 4; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 27% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Undeath Blood of Undeath0.4 potion [Unique] Arcane Quaff the Blood of Undeath to prepare your body for undeath. This vial of corrupted blood reeks of death and decay. Yet somehow you feel drawn to it... Is it the tentalizing notion of eternal life? Or power? You can not tell, but the urge to drink it is great. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Wildgore the copper amulet Wildgore the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind ----- def ----- Resists +3% acid +14% light +11% darkness Blind- +20% Amulets make your neck look great! |
starlit copper amulet of constitution (+3) starlit copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +13% light +11% darkness Blind- +21% Amulets make your neck look great! |
starlit copper amulet of strength (+2) starlit copper amulet of strength (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Str ----- def ----- Resists +12% light +12% darkness Blind- +22% Amulets make your neck look great! |
warrior's steel amulet of mastery (0.17 Technique / Conditioning) warrior's steel amulet of mastery (0.17 Technique / Conditioning)0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.40 Masteries +0.17 Technique/Conditioning Amulets make your neck look great! |
Arohad the gold ring Arohad the gold ring0.1 T3 ring jewelry [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 12 physical Ranged+ 10 physical On Hit (Melee): * 14% chance to reduce all saves and defense by 24 On Hit (Ranged): * 12% chance to reduce all saves and defense by 24 ----- def ----- Defense +15 (+5 eff.) Spell.save +6 (+4 eff.) Mind.save +7 (+3 eff.) Blind- +20% Confus- +21% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Hate/m.crit +2.00 Max.hate +5.00 Infravis +4 See.Stealth +5 See.Invis +11 Bleeding Edge: Puts all charms on 20 cooldown Level 3.9 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Carrionkarma Carrionkarma0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +3% lightning +11% temporal +10% darkness +3% nature On Hit (Melee): * 20% chance to slow global speed by 51% ----- def ----- Resists +11% temporal +20% darkness +3% nature HP.reg +1.00 Stun/Frz- +27% Rings make your fingers look great! |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 46.19 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
steel dagger 'Issyrig' (20-25 power, 6 apr) steel dagger 'Issyrig' (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Rare] Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +8 physical On Crit.r2 +12 physical While equipped: Stats +1 Cun +1 Wil dps ---------- Dmg.mod +6% physical Res.pen +15% physical ----- def ----- Phys.save +9 (+4 eff.) Sharp, short and deadly. |
steel longsword 'Ivolle' (22-30 power, 3 apr) steel longsword 'Ivolle' (22-30 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Master/Psionic Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: Stats +3 Con dps ---------- Phys.crit +2.0% ----- def ----- Phys.save +12 (+6 eff.) Sharp, long, and deadly. |
thought-forged steel longsword (16-22 power, 3 apr) thought-forged steel longsword (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Psionic Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 mind On Hit: * 13% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +1 Wil Sharp, long, and deadly. |
Serpent's Glare (7-8 power, 15 apr, nature damage) Serpent's Glare (7-8 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 185.89 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
Windravager the vined mindstar (6-6 power, 18 apr, mind damage) Windravager the vined mindstar (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Random Unique] Nature/Psionic Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% Melee+ +4 nature While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 mind 5 darkness Dmg.mod +3% mind +3% darkness +4% nature ----- def ----- Resists +2% blight +5% arcane Crit.chn- 10.00% Max.HP +10.00 HP.reg +0.80 Disease- +12% Stun/Frz- +10% Knockbk- +20% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
horrifying thorny mindstar of balance (8-9 power, 24 apr, mind damage) horrifying thorny mindstar of balance (8-9 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 4 mind 5 darkness Dmg.mod +5% mind +4% darkness ----- def ----- Phys.save +3 (+1 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) ---------- misc Equi/ret +1.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Obsidianrazor the cured leather sling Obsidianrazor the cured leather sling4.0 T2 sling 1H weapon [Random Unique] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 On Hit: * 10% chance to reduce damage dealt by 20% While equipped: Stats +2 Str +2 Dex +7 Wil +7 Con dps ---------- Mind.crit +4% Phys.pwr +5 (+2 eff.) ----- def ----- Resists +3% darkness Max.HP +14.00 ---------- misc Hate/m.crit +1.00 Slings are used to hurl stones or metal shots at your foes. |
Faledondur (18-25 power, 3 apr) Faledondur (18-25 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Disrupt/Master Power 18.0 - 25.2 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +8 mind On Hit: * 7% chance to slow global speed by 51% * 20% chance to reduce armor by 15% While equipped: Stats +3 Str dps ---------- Dmg.mod +6% physical Acc +6 (+2 eff.) Melee Ret 2 mind ----- def ----- Resists +3% acid One-handed war axes. |
Glana the steel waraxe (12-18 power, 3 apr) Glana the steel waraxe (12-18 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Disrupt/Master/Psionic Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 51% * 10% chance to reduce armor by 15% * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +5 Str dps ---------- Dmg.mod +3% acid +8% physical Acc +9 (+2 eff.) Melee Ret 10 acid On Hit (Melee): * 10% chance to reduce armor by 15% One-handed war axes. |
thought-forged steel waraxe of dampening (14-20 power, 3 apr) thought-forged steel waraxe of dampening (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt/Psionic Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 mind On Hit: * 13% chance to reduce all saves and defense by 24 While equipped: Stats +3 Cun +1 Wil ----- def ----- Resists +8% acid +9% lightning +7% cold +7% fire +3% all Spell.save +5 (+4 eff.) One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Treenull the rough leather belt Treenull the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Res.pen +15% nature ----- def ----- Armour +6 Resists +13% fire +6% cold ---------- misc Stam/turn +3.00 A belt that goes around your waist. |
Islokira the linen cloak (6 def, 0 armour) Islokira the linen cloak (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Defense +6 (+2 eff.) Phys.save +5 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Max.psi +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voidking (1 def, 0 armour) Voidking (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Acc +5 (+1 eff.) Apr +2 Melee Ret 2 darkness ----- def ----- Defense +1 (+0 eff.) Resists +3% light Max.HP +32.00 ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silemina the Suntrail (0 def, 0 armour) Silemina the Suntrail (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun +6 Con dps ---------- Dmg.mod +11% acid +6% light Res.pen +15% light ----- def ----- Resists +16% acid +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+15%) (0 def, 0 armour) focusing woollen robe of fire (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +4 Mag +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire ---------- misc Mana/turn +0.12 Psi/turn +0.10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Bokydir (0 def, 3 armour) Bokydir (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +1% physical Crit.chn- 5.00% Spell.save +6 (+4 eff.) HP.reg +2.00 Stun/Frz- +20% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eremagadur the Prismbloom (0 def, 1 armour) Eremagadur the Prismbloom (0 def, 1 armour)2.0 T1 feet armor [Rare] Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Dmg.mod +3% light Res.pen +5% light On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Resists +9% temporal +5% arcane +3% cold Phys.save +6 (+3 eff.) Spell.save +6 (+4 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
pair of iron boots 'Natureraven' (0 def, 7 armour) pair of iron boots 'Natureraven' (0 def, 7 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Con dps ---------- Acc +10 (+3 eff.) Melee Ret 2 acid ----- def ----- Armour +7 Fatigue +2% Resists +3% nature Phys.save +3 (+1 eff.) Die.at -40.00 life HP.reg +2.00 Heal.mod +11% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots 'Duvaran' (5 def, 1 armour) pair of rough leather boots 'Duvaran' (5 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +6 Con ----- def ----- Armour +1 Defense +5 (+2 eff.) Die.at -20.00 life ---------- misc Max.stam +30.00 Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Arugamina (0 def, 7 armour) Arugamina (0 def, 7 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Melee+ 6 physical Dmg.mod +4% physical ----- def ----- Armour +7 Fatigue +1% Resists +3% darkness ---------- misc Hate/m.crit +2.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 46.19 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Muckstalker the dwarven-steel gauntlets (25 def, 2 armour) Muckstalker the dwarven-steel gauntlets (25 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +2 Dex dps ---------- Phys.crit +2.0% Phys.pwr +10 (+3 eff.) Res.pen +10% nature Acc +8 (+2 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Defense +25 (+8 eff.) Fatigue +3% Die.at -40.00 life Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Storm Bringer's Gauntlets (0 def, 5 armour) Storm Bringer's Gauntlets (0 def, 5 armour)1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+11 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
hardened leather gloves 'Eilinelewe' (0 def, 2 armour) hardened leather gloves 'Eilinelewe' (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Str +1 Wil +2 Cun dps ---------- Spell.crit +2% Mind.crit +2% Crit.mult +5.00% Phys.pwr +12 (+4 eff.) Dmg.mod +12% mind ----- def ----- Armour +2 ---------- misc Max.psi +10.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Bethovea the Glowrot (0 def, 3 armour) Bethovea the Glowrot (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Res.pen +5% light Acc +5 (+1 eff.) ----- def ----- Armour +3 Fatigue +5% Die.at -80.00 life ---------- misc Stam/turn +1.00 Stam/ret +0.90 Equi/ret +1.00 Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Bregeleg the Winterveil (0 def, 1 armour) =wasser= Bregeleg the Winterveil (0 def, 1 armour) =wasser=2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold ----- def ----- Armour +1 Fatigue +1% Resists +3% blight +6% cold +9% light +3% darkness ---------- misc Breathe water A cap made of leather. |
Cloud Caller (0 def, 0 armour) Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 33.26 to 99.78 lightning damage (66.52 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Skullcr.mult +2 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+6 eff.) Spell.save +12 (+7 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery Skullcr.mult +5 A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
rough leather cap 'Glimmerarc' (0 def, 1 armour) rough leather cap 'Glimmerarc' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Dex +2 Wil +3 Con dps ---------- Res.pen +5% light Melee Ret 2 light ----- def ----- Armour +1 Fatigue +1% Crit.chn- 5.00% A cap made of leather. |
Bleaknigh (3 def, 2 armour) Bleaknigh (3 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Res.pen +5% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 20% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +16% fire A suit of armour made of leather. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
64 alchemist agate 64 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. |
3 aquamarine 3 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. |
4 opal 4 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+3 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
5 spinel 5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Hathokor Hathokor2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +1.0% ----- def ----- Resists +6% blight +1% physical Max.HP +60.00 Heal.mod +10% ---------- misc Stam/turn +2.00 Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Lisath the brass lantern Lisath the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Phys.crit +1.0% Phys.pwr +5 (+2 eff.) Res.pen +5% acid Apr +2 ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(95 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 9 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 60% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
iron torque of clear mind 'Relgitar' [power 1] (25 cooldown) iron torque of clear mind 'Relgitar' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Defense +10 (+3 eff.) Resists +12% mind Max.HP +20.00 Heal.mod +5% Poison- +10% ---------- misc Stam/turn +2.00 Max.stam +10.00 Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage by 14% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Xonor' [power 165] (15 cooldown) steel torque of gale force 'Xonor' [power 165] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% mind ---------- misc Max.psi +30.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 188 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce 1 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
5 amethyst 5 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 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 citrine 9 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 zircon 8 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By Auomdur the Krog Marauder level 19
29th Dusk 122nd year of Ascendancy at 08:26 see stats
By Auomdur the Krog Marauder level 19
32nd Dusk 122nd year of Ascendancy at 08:20 see stats
By Auomdur the Krog Marauder level 22
58th Dusk 122nd year of Ascendancy at 06:44 see stats
By Auomdur the Krog Marauder level 10
10th Flare 122nd year of Ascendancy at 05:58 see stats
By Auomdur the Krog Marauder level 20
54th Dusk 122nd year of Ascendancy at 03:41 see stats
By Auomdur the Krog Marauder level 8
2nd Mirth 122nd year of Ascendancy at 20:07 see stats
By Auomdur the Krog Marauder level 16
15th Dusk 122nd year of Ascendancy at 15:39 see stats
Log
Resting starts...
Talent Fuel Pain is ready to use.
Talent Rush is ready to use.
Talent Wrath of the Wilds is ready to use.
Rested for 21 turns (stop reason: all resources and life at maximum).
You gain 13.86 gold from the transmogrification of Keregodor the Splendourenvy (dig speed 35 turns).
You gain 3.52 gold from the transmogrification of troll-hide rough leather armour of fire resistance (3 def, 2 armour).
You gain 1.25 gold from the transmogrification of steel mail armour (2 def, 6 armour).
You gain 2.64 gold from the transmogrification of impenetrable dwarven-steel mail armour of stability (3 def, 16 armour).
You gain 3.63 gold from the transmogrification of dreamer's woollen robe (0 def, 0 armour).
You gain 17.87 gold from the transmogrification of Carrionparry (14-20 power, 3 apr).
You gain 6.05 gold from the transmogrification of truestriking steel mace of rage (11-15 power, 3 apr).
You gain 4.72 gold from the transmogrification of thought-forged dwarven-steel greatsword of erosion (38-61 power, 2 apr).
You gain 4.30 gold from the transmogrification of dwarven-steel greatsword of rage (38-60 power, 2 apr).
You gain 13.35 gold from the transmogrification of Unlightminister (22-34 power, 2 apr).
You gain 5.55 gold from the transmogrification of truestriking voratun battleaxe (56-83 power, 4 apr).
You gain 17.38 gold from the transmogrification of Rainpyre the steel battleaxe (20-31 power, 2 apr).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Ran for 2 turns (stop reason: dialog is displayed).
Saving done.
Ran for 2 turns (stop reason: dialog is displayed).
Ran for 2 turns (stop reason: dialog is displayed).
Auomdur activates Antimagic Shield.
There is no way out of this level here.