










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Nekarcos's Quality of Life 01: Effect Display 1.4.8This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay. Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Low Health Popup 1.1.0Pops up a warning dialog if your life falls below a configurable percent of your maximum life. The warning threshold can be configured via the "Low-health warning popup threshold" setting in the UI tab of the Game Options dialog. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 35 / 2% |
| Size | big |
| Lifes / Deaths | Killed by Elolrathra the orc warrior at level 25 on the 27th Haze 122nd year of Ascendancy at 21:08 / 2Killed by Kor's Fury at level 35 on the 24th Regrowth 123rd year of Ascendancy at 19:38 |
Primary Stats
| Strength | 78 (base 52) |
| Dexterity | 26 (base 10) |
| Constitution | 71 (base 50) |
| Magic | 58 (base 45) |
| Willpower | 13 (base 10) |
| Cunning | 33 (base 10) |
Resources
| Life | -395/1271 |
| Positive | 2/152 |
| Stamina | 185/240 |
| Healing Factor | 1.731801953332 |
| Regeneration | 12.555564161657 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 3 |
| ESP Range | 10 |
| ESP Kinds | animal/canine |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 41 |
| Crit Chance | 29% |
| APR | 39 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 40 |
| Crit Chance | 18% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +21% |
| Acid | +6% |
| Light | +33% |
| Temporal | +9% |
| Darkness | +7% |
| Physical | +15% |
| Cold | +3% |
| All | 0% |
Offense: Damage Penetration
| Physical | +15% |
| Acid | +25% |
| Light | +67% |
| Mind | +5% |
Defense: Base
| Armour (hardiness) | 48 (50%) |
| Defense | 44 |
| Ranged Defense | 54 |
| Fatigue | 35 |
| Physical Save | 36 |
| Spell Save | 42 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 17%( 70%) |
| Blight | + 36%( 70%) |
| Physical | + 14%( 70%) |
| Cold | + 21%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 24%( 70%) |
| Light | + 70%( 70%) |
| Temporal | + 24%( 70%) |
| Mind | + 46%( 70%) |
| Darkness | + 33%( 70%) |
| Fire | + 17%( 70%) |
| Nature | + 25%( 70%) |
Defense: Immunities
| Pinning Resistance | 0% |
| Confusion Resistance | 99% |
| Silence Resistance | 21% |
| Stun Resistance | 61% |
| Instadeath Resistance | 100% |
| Blind Resistance | 61% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 732 damage for 7 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 154 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 477 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 4/5 |
| Celestial / Crusader | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 4/5 |
| 3/5 |
| 2/5 |
| 3/5 |
| Technique / Two-handed assault | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 5/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs and left for dead. They asked about the staff and stole it from you. Go at once to Last Hope to report those events! | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there again | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You have killed Ungolรซ in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the lone alchemist from death by poison ivy. Escort: lone alchemist (level 2 of Old Forest) | failed |
You failed to protect the lost defiler from death by Jack's Son. Escort: lost defiler (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Old Forest. Escort: lost warrior (level 3 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 5 of Dreadfell. Escort: lost warrior (level 5 of Dreadfell)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Scintillating Caves. Escort: repented thief (level 3 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You failed to protect the repented thief from death by electric eel. Escort: repented thief (level 3 of Trollmire) | failed |
You failed to protect the repented thief from death by Jack's Son. Escort: repented thief (level 4 of Dreadfell) | failed |
You failed to protect the worried loremaster from death by snow giant boulder thrower. Escort: worried loremaster (level 2 of Daikara) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Scintillating Caves. Escort: worried loremaster (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found an ancient tome about gems. Lost KnowledgeYou should bring it to the jeweler in the Gates of Morning. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You decided you cannot let slavers continue their dirty work and destroyed them! | 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 hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Silence- +21% Confus- +29% Stun/Frz- +34% Blink to a nearby random location (rad 8) Puts all charms on 25 cooldown A pair of boots made of leather. |
| Light source | Eleneyaran the Nimbussweeper2.0 T1 lite [Rare] Master While equipped: dps ---------- Phys.crit +4.0% On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 21 ----- def ----- Armour +4 Resists +9% lightning ---------- misc Max.stam +30.00 Light +6 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 | Nightraider (13 def, 0 armour)2.0 T5 head armor [Random Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) Dmg.mod +13% light +9% temporal +7% darkness +15% physical ----- def ----- Defense +13 (+4 eff.) Resists +5% lightning +4% temporal +7% light +6% fire +6% nature +6% acid +6% blight +4% cold +12% darkness Max.HP +40.00 Heal.mod +15% ---------- misc Mana/turn +0.29 A pointy cloth hat, very wizardly... |
| On hands | Hathugohek the voratun gauntlets (0 def, 9 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +6 Con dps ---------- Phys.crit +3.0% Res.pen +5% mind Apr +2 ----- def ----- Armour +9 Fatigue +5% Resists +2% physical Mind.save +12 (+6 eff.) Max.HP +80.00 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. |
| Tool | iron pickaxe 'Tidesorrow' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +3% cold Res.pen +15% physical Acc +4 (+1 eff.) Apr +1 ----- def ----- Resists +6% cold Die.at -60.00 life ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
| On fingers | Breezewolf the gold ring0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% light +15% acid On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Resists +9% nature +6% light HP.reg +4.00 Stun/Frz- +27% ---------- misc Light +2 Rings make your fingers look great! |
| On fingers | Relgidethel the Ebonytaint0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% light On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 21 * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +9% blight +6% temporal +24% light +12% darkness Rings make your fingers look great! |
| Around neck | Belyra the Shimmerpain0.1 T4 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +21% lightning ----- def ----- Armour +2 Resists +38% mind +3% temporal Crit.chn- 15.00% Confus- +50% Amulets make your neck look great! |
| In main hand | Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 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 25% chance to evade melee and ranged attacks and 17 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
| Cloak | Xeriwen the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Arcane While equipped: Stats +3 Mag +3 Wil +1 Cun dps ---------- Res.pen +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +12% blight Spell.save +9 (+3 eff.) Mind.save +3 (+1 eff.) Heal.mod +20% Confus- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+5 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Inventory
movement infusion of the wizard (speed 638%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 638% 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. |
Prismatic Rune (6 turns; acid, physical, light, temporal, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 3 physical, 4 light, 4 temporal, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 7; phase 22; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 17 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. 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 spell talent. |
shielding rune of the titan (absorb 327; dur 3; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 327 damage for 3 turns. 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 spell talent. |
teleportation rune of the titan (range 123; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 123 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 spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Ancient Tome titled 'Gems and their uses'0.1 tome scroll [Plot Item] Magical scrolls can have wildly different effects! |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Zubosenne0.1 T2 amulet jewelry [Rare] Arcane While equipped: dps ---------- Crit.mult +13.00% Spell.pwr +8 (+3 eff.) Dmg.mod +7% blight +6% fire +9% arcane Res.pen +25% blight ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Max.mana +100.00 Amulets make your neck look great! |
archmage's gold amulet of mastery (0.17 Celestial / Guardian)0.1 T3 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +4% Spell.pwr +4 (+2 eff.) Dmg.mod +5% acid +6% fire +5% cold +4% lightning ---------- misc Masteries +0.17 Celestial/Guardian Amulets make your neck look great! |
grounding copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +11% lightning Stun/Frz- +23% Amulets make your neck look great! |
warrior's copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil ----- def ----- Resists +6% physical ---------- misc Stam/turn +0.20 Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Isuwyn the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Str +3 Mag dps ---------- Dmg.mod +6% arcane Res.pen +25% blight ----- def ----- Armour +8 Crit.chn- 15.00% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
gladiator's gold ring of corrosion (+26%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +6 Con dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +13% acid ----- def ----- Resists +26% acid Rings make your fingers look great! |
mule's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +6 Mag dps ---------- Melee+ 15 light Ranged+ 14 light Dmg.mod +14% light ----- def ----- Fatigue -6% ---------- misc Max.enc +24 Rings make your fingers look great! |
mule's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Fatigue -6% Resists +22% cold ---------- misc Max.enc +20 Rings make your fingers look great! |
rogue's steel ring of frost (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% cold ----- def ----- Defense +6 (+2 eff.) Resists +22% cold Rings make your fingers look great! |
solipsist's steel ring of warding0.1 T2 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Resists +10% acid +14% fire +12% lightning +14% cold Rings make your fingers look great! |
solipsist's stralite ring of life0.1 T4 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +9 (+4 eff.) ----- def ----- Max.HP +71.00 HP.reg +8.00 Heal.mod +15% Rings make your fingers look great! |
treant's steel ring of misery0.1 T2 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +1 Cun dps ---------- Melee+ 5 physical Ranged+ 5 physical On Hit (Melee): * 11% chance to reduce all saves and defense by 15 On Hit (Ranged): * 11% chance to reduce all saves and defense by 15 ----- def ----- Resists +7% nature +6% blight Poison- +13% Disease- +12% ---------- misc Hate/m.crit +1.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 48%. Rings make your fingers look great! |
warrior's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +21% ---------- misc Infravis +4 See.Stealth +9 See.Invis +8 Rings make your fingers look great! |
Moon (10-13 power, 0 apr)1.0 T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. Power 10.0 - 13.0 Darkness Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Darkness damage. While equipped: ---------- misc Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon Reqs Dex 30 [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex Acc+ +0.2% crit chance (max 25%) 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. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Swordbreaker (25-32 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+6 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
Salunn (50-80 power, 3 apr)3.0 T4 greatsword 2H weapon [Rare] Arcane Power 50.0 - 80.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +12 blight On Hit.r1 +16 acid On Crit.r2 +20 arcane On Hit: * 20% chance to reduce armor by 31% * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: dps ---------- Dmg.mod +15% arcane +6% acid ----- def ----- Resists +15% acid Massive two-handed swords. |
iron mace (13-18 power, 2 apr)3.0 T1 mace 1H weapon [Normal] Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% Blunt and deadly. |
dragonbone starstaff 'Pyrewhisper' (37-44 power, 6 apr, physical element)5.0 T5 staff 2H weapon [Random Unique] Arcane Power 37.0 - 44.4 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Crit.mult +34.00% Spell.pwr +23 (+8 eff.) Melee+ 24 fire Dmg.mod +15% mind +37% physical Res.pen +15% mind +10% fire ---------- misc See.Invis +15 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
Velama the stralite waraxe (30-43 power, 5 apr)3.0 T4 waraxe 1H weapon [Random Unique] Nature/Disrupt/Master Power 30.5 - 42.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit: * 12 arcane resource burn * 10% chance to reduce armor by 31% While equipped: Stats +5 Str +10 Wil +12 Con dps ---------- Dmg.mod +9% physical Acc +19 (+6 eff.) ----- def ----- Resists +6% darkness Spell.save +18 (+6 eff.) Max.HP +43.00 One-handed war axes. |
voratun waraxe 'Mucusterror' (39-55 power, 6 apr)3.0 T5 waraxe 1H weapon [Random Unique] Arcane/Master Power 39.0 - 54.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +7.0% Atk.spd 100% Melee+ +9 light +4 arcane Against +26% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage While equipped: dps ---------- Phys.crit +9.0% Crit.mult +14.00% Apr +6 On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Resists +9% nature One-handed war axes. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Shivermaster1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +3% cold ----- def ----- Resists +12% blight +5% arcane Spell.save +11 (+4 eff.) Mind.save +6 (+3 eff.) Blind- +20% Disease- +20% Teleport- +20% ---------- misc Size +1 A belt that goes around your waist. |
Vorivena the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +9% acid +3% temporal +9% fire +5% arcane +3% lightning Max.HP +32.00 HP.reg +2.00 A belt that goes around your waist. |
rough leather belt 'Airkiller'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +15% lightning Res.pen +5% nature ----- def ----- Resists +3% acid HP.reg +0.80 Heal.mod +11% A belt that goes around your waist. |
Oozerebel the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Defense +1 (+0 eff.) Resists +5% arcane +6% nature Spell.save +6 (+2 eff.) Mind.save +5 (+2 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Stormbliss (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Acc +20 (+6 eff.) Apr +5 Melee Ret 8 lightning ----- def ----- Defense +2 (+1 eff.) Mind.save +8 (+4 eff.) Die.at -80.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Winterpunish the linen cloak (1 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Dmg.mod +3% cold Melee Ret 6 acid ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +12% cold Phys.save +3 (+2 eff.) Die.at -20.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Rainspiker' (1 def, 2 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil ----- def ----- Armour +2 Defense +1 (+0 eff.) Resists +9% cold Phys.save +3 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +2.00 Confus- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Airsteel (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% cold Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +6% temporal +9% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+1 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Velildatira (0 def, 13 armour)2.0 T3 feet armor [Random Unique] Master While equipped: Stats +1 Str dps ---------- On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +13 Resists +15% acid +18% fire +15% lightning +14% cold Crit.chn- 15.00% ---------- misc Stam/turn +0.50 Max.stam +20.00 See.Invis +9 A pair of boots made of leather. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.40 Max.stam +11.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Horomilin the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: dps ---------- Melee+ 7 mind 6 temporal Ranged+ 7 temporal Dmg.mod +6% blight +3% temporal +4% mind Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +16% temporal +6% mind +3% darkness Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +20% 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. |
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 (+4 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. |
Tideblur the voratun gauntlets (0 def, 3 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 13 fire Dmg.mod +9% cold +10% fire Melee Ret 8 nature 4 fire ----- def ----- Armour +3 Fatigue +5% Resists +18% fire +15% nature +27% cold Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tulysus the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +2 Resists +15% cold Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Max.HP +20.00 Disarm- +28% Stun/Frz- +20% Def/telep +15 Res/telep +15% Dur/telep +15% 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. |
Betariwe (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Disrupt While equipped: dps ---------- Melee Ret 4 mind ----- def ----- Armour +3 Fatigue +5% Resists +9% light +6% blight +3% fire +9% nature +5% arcane A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Duathelstar (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +10% darkness ----- def ----- Armour +4 Fatigue +4% Resists +9% cold +5% arcane +12% mind Phys.save +12 (+5 eff.) Teleport- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
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 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+6 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
hardened leather cap 'Cystdream' (6 def, 8 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Res.pen +10% nature Melee Ret 6 acid On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +8 Defense +6 (+2 eff.) Fatigue +3% Resists +3% nature +6% light +4% all Phys.save +8 (+4 eff.) A cap made of leather. |
mindcaging rough leather cap (0 def, 1 armour)2.0 T1 head armor [Ego+] Psionic While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +12% mind Mind.save +11 (+5 eff.) Confus- +21% A cap made of leather. |
prismatic iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Quenchbloom (16 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Random Unique] Master/Psionic While equipped: Stats +4 Cun dps ---------- Melee Ret 6 cold On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +18 Defense +16 (+5 eff.) Fatigue +12% Resists +28% acid +5% arcane +27% lightning Spell.save +9 (+3 eff.) Mind.save +18 (+9 eff.) A suit of armour made of mail. |
Black Mesh (8 def, 2 armour, 40-48 power, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature When used to Attack: Power 40.0 - 48.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +120 While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Jetveil the stralite shield (0 def, 14 armour, 46-55 power, 144.5 block)7.0 T4 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 46.0 - 55.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +144 On Hit.r1 +8 darkness While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +14 Fatigue +8% Resists +6% acid +18% cold +20% nature +12% lightning Heal.mod +15% ---------- misc Talents +1 Block Handheld deflection devices. |
Sanguine Shield (0 def, 15 armour, 40-48 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 40.0 - 48.0 Physical Uses 120% Str Acc+ +2.0% proc dam (max 200%) Crit +9.0% Block +220 HP.leech +8% While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Masteries +0.30 Cursed/Bloodstained Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
dwarven-steel shield 'Cyruth' (0 def, 9 armour, 28-34 power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +14 nature +10 physical While equipped: Stats +3 Wil dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 221 physical damage over 5 turns (1/turn) ----- def ----- Armour +9 Fatigue +8% Resists +13% blight +13% physical +12% nature Shield.near.proj +46 Proj.slow +16% Max.HP +100.00 Confus- +20% Pinning- +10% ---------- misc Stam/turn +2.00 Talents +1 Block Handheld deflection devices. |
6 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. |
237 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. |
2 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. |
Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
11 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 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 40 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolรซ2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
3 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
survivor's brass lantern2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Heal.mod +10% ---------- 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. |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (0/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 432.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 5/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
7 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. |
Ebonytrencher [power 308] (23/15 cooldown)2.0 T4 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +9% arcane +3% darkness Res.pen +5% darkness +20% arcane On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +5% arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 74 lightning damage and will be dazed for 1 turn (372 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to increase all damage penetration by 17% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 113 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Resonating Diamond0.0 T5 white gem [Plot Item] Gems can be sold for money or used in arcane rituals. |
5 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. |
5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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. |
5 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. |
10 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
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Jack's Son the Ogre Sun Paladin level 29
51st Haze 122nd year of Ascendancy at 12:57 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Jack's Son the Ogre Sun Paladin level 33
8th Allure 123rd year of Ascendancy at 19:08 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Jack's Son the Ogre Sun Paladin level 31
60th Haze 122nd year of Ascendancy at 21:06 see stats
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Jack's Son the Ogre Sun Paladin level 25
40th Haze 122nd year of Ascendancy at 02:39 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Jack's Son the Ogre Sun Paladin level 30
57th Haze 122nd year of Ascendancy at 08:38 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Jack's Son the Ogre Sun Paladin level 18
20th Dusk 122nd year of Ascendancy at 00:30 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Jack's Son the Ogre Sun Paladin level 10
10th Mirth 122nd year of Ascendancy at 18:22 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Jack's Son the Ogre Sun Paladin level 20
22nd Dusk 122nd year of Ascendancy at 08:03 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Jack's Son the Ogre Sun Paladin level 30
55th Haze 122nd year of Ascendancy at 07:38 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Jack's Son the Ogre Sun Paladin level 26
43rd Haze 122nd year of Ascendancy at 04:26 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Jack's Son the Ogre Sun Paladin level 31
57th Haze 122nd year of Ascendancy at 11:00 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Jack's Son the Ogre Sun Paladin level 8
6th Mirth 122nd year of Ascendancy at 20:33 see stats
The sky is falling! (Nightmare (Roguelike) difficulty)
Saw a huge meteor falling from the sky.By Jack's Son the Ogre Sun Paladin level 19
20th Dusk 122nd year of Ascendancy at 22:35 see stats
There and back again (Nightmare (Roguelike) difficulty)
Opened a portal to Maj'Eyal from the Far East.By Jack's Son the Ogre Sun Paladin level 34
13rd Regrowth 123rd year of Ascendancy at 22:33 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Jack's Son the Ogre Sun Paladin level 24
16th Haze 122nd year of Ascendancy at 09:22 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Jack's Son the Ogre Sun Paladin level 26
41st Haze 122nd year of Ascendancy at 09:57 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Jack's Son the Ogre Sun Paladin level 16
9th Dusk 122nd year of Ascendancy at 20:39 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Jack's Son the Ogre Sun Paladin level 25
27th Haze 122nd year of Ascendancy at 21:08 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Jack's Son the Ogre Sun Paladin level 28
48th Haze 122nd year of Ascendancy at 04:15 see stats
Log
Jack's Son has recovered!
Curse of Death from Kor's Fury hits Jack's Son for (25 to ice), 37 darkness (37 total damage).
Weakness Disease from Kor's Fury hits Jack's Son for (17 to ice), 25 blight (25 total damage).
Searing Sight hits Iceblock for 13 light damage.
Kor's Fury casts Empathic Hex.
Jack's Son is hexed.
Jack's Son resists the wave!
Jack's Son resists!
Shield of Light hits Jack's Son for 8 healing, 8 healing, 8 healing (0 total damage) [25 healing].
Kor's Fury's cold repulsion area effect hits Jack's Son for 52 cold, 50 physical (102 total damage).
Kor's Fury's ice storm area effect hits Jack's Son for 119 cold damage.
Jack's Son casts Ogric Wrath.
Jack's Son enters an ogric frenzy.
Jack's Son uses Block.
Jack's Son damages himself through Martyrdom!
Jack's Son HEALS from light damage!
Curse of Death from Kor's Fury hits Jack's Son for (62 blocked), 0 darkness (0 total damage).
Kor's Fury hits Jack's Son for (1 blocked), 0 light, 1 healing (0 total damage) [1 healing].
Weakness Disease from Kor's Fury hits Jack's Son for (42 blocked), 0 blight (0 total damage).
Searing Sight hits Kor's Fury for 12 light damage.
Kor's Fury casts Manathrust.
Kor's Fury hits Jack's Son for (311 blocked), 0 arcane (0 total damage).
Jack's Son resists the wave!
Shield of Light hits Jack's Son for 8 healing, 8 healing, 8 healing (0 total damage) [25 healing].
Kor's Fury's cold repulsion area effect hits Jack's Son for 52 cold, 50 physical (102 total damage).
Kor's Fury's ice storm area effect hits Jack's Son for 119 cold damage.
Jack's Son the level 35 ogre sun paladin was frozen to death by Kor's Fury on level 3 of Ruins of Kor'Pul.
You are no longer encumbered.












































































































































