Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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:
Items Vault 1.7.6Donators/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 Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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 | Nightmare Roguelike |
Sex | Female |
Race | Cornac |
Class | Writhing One |
Level / Exp | 23 / 23% |
Size | medium |
Lifes / Deaths | Killed by Burb the snow giant champion at level 23 on the 14th Regrowth 123rd year of Ascendancy at 08:04 / 1 |
Primary Stats
Strength | 50 (base 43) |
Dexterity | 16 (base 10) |
Constitution | 18 (base 17) |
Magic | 63 (base 51) |
Willpower | 19 (base 10) |
Cunning | 13 (base 10) |
Resources
Life | -79/647 |
Insanity | 18/100 |
Healing Factor | 1.4311363549267 |
Regeneration | 1.7889204436583 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +11.09386761032% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 2 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 73 |
Accuracy | 51 |
Crit Chance | 10% |
APR | 4 |
Speed | 1.00 |
Offense: Spell
Spellpower | 53 |
Crit Chance | 6% |
Speed | 1 |
Offense: Mind
Mindpower | 21 |
Crit Chance | 1% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +15% |
Light | +10% |
Blight | +15% |
Darkness | +18% |
All | 0% |
Defense: Base
Armour (hardiness) | 25.5 (80%) |
Defense | 7 |
Ranged Defense | 7 |
Fatigue | 17 |
Physical Save | 26 |
Spell Save | 24 |
Mental Save | 21 |
Defense: Resistances
Acid | + 3%( 70%) |
Blight | + 19%( 70%) |
Physical | + 3%( 70%) |
Cold | + 26%( 70%) |
All | 0%( 70%) |
Darkness | + 10%( 70%) |
Light | + 40%( 70%) |
Temporal | + 14%( 70%) |
Lightning | + 31%( 70%) |
Mind | + 6%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Disarm Resistance | 42% |
Stun Resistance | 45% |
Pinning Resistance | 40% |
Instadeath Resistance | 100% |
Knockback Resistance | 43% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 458 life over 5 turns. Its effects scale with your Magic 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: 10 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 Strength 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 415 damage for 5 turns. Its effects scale with your Magic stat. |
Class Talents
Demented / Friend of the worm | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Horrific body | 1.30 |
| 5/5 |
| 4/5 |
| 2/5 |
| 2/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 4/5 |
Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the injured seer to the recall portal on level 2 of Heart of the Gloom. Escort: injured seer (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You failed to protect the lost warrior from death by Ariramina the white crystal. Escort: lost warrior (level 2 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved Strength 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 Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 0. | 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. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of avoidance without your aid. Stire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed orc heart. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed warg claw. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' * You've found the needed sandworm tooth. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
On feet | pair of hardened leather boots 'Xywyn' (0 def, 3 armour) pair of hardened leather boots 'Xywyn' (0 def, 3 armour)2.0 T3 feet armor [Rare] Nature While equipped: dps ---------- Melee Ret 6 physical ----- def ----- Armour +3 Resists +16% lightning +8% temporal +3% acid +3% physical Max.HP +40.00 ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
Light source | 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.(67 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Deepsmarrow (0 def, 3 armour) Deepsmarrow (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +3% darkness Melee Ret 6 mind On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Armour +3 Fatigue +5% Resists +6% mind +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Firewyrd the iron pickaxe (dig speed 29 turns) Firewyrd the iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Str +4 Dex +1 Mag +2 Cun +1 Con dps ---------- Acc +4 (+2 eff.) ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | psionicist's copper ring of tenacity psionicist's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +22.00 Disarm- +21% Pinning- +20% Knockbk- +21% Rings make your fingers look great! |
On fingers | psionicist's steel ring of tenacity psionicist's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +20% Knockbk- +22% Rings make your fingers look great! |
Around waist | 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. |
In main hand | Crooked Club (129% power, 4 apr) Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+4 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
On hands | 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 (+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. |
Main armor | prismatic iron mail armour of Eyal (2 def, 4 armour) prismatic iron mail armour of Eyal (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego+] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% light +11% darkness Max.HP +20.00 HP.reg +1.00 Heal.mod +11% Disease- +15% A suit of armour made of mail. It was changed by the digestive sack. |
Cloak | Anihek (1 def, 0 armour) Anihek (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +2 Dex dps ---------- Phys.pwr +5 (+2 eff.) Acc +5 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% temporal Phys.save +9 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
healing infusion of the duelist (heal 77; cd 10) healing infusion of the duelist (heal 77; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 77 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 76; cd 14) healing infusion of the titan (heal 76; 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 instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 99; cd 11) healing infusion of the titan (heal 99; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 99 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the titan (heal 81; cd 12) healing infusion of the titan (heal 81; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 81 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 445%; cd 8) movement infusion of the sneak (speed 445%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 445% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the psychic (heal 137; 16 cd) regeneration infusion of the psychic (heal 137; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 137 life over 5 turns. 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. |
regeneration infusion of the sneak (heal 186; 12 cd) regeneration infusion of the sneak (heal 186; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 186 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 306; 15 cd) regeneration infusion of the wizard (heal 306; 15 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 306 life over 5 turns. 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. |
blink rune of the psychic (range 4; phase 13; cd 16) blink rune of the psychic (range 4; phase 13; cd 16)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 4; phase 12; cd 15) blink rune of the titan (range 4; phase 12; cd 15)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 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 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
blink rune of the warrior (range 5; phase 18; cd 10) blink rune of the warrior (range 5; phase 18; cd 10)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 5 Cooldown 10 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 5 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Strength stat. 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 wizard (range 6; phase 18; cd 13) blink rune of the wizard (range 6; phase 18; cd 13)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the wizard (range 6; phase 19; cd 12) blink rune of the wizard (range 6; phase 19; cd 12)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 6 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 43; cd 20) shatter afflictions rune of the titan (absorb 43; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd 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 43 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 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 duelist (absorb 160; dur 4; cd 15) shielding rune of the duelist (absorb 160; dur 4; 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 Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 160 damage for 4 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 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. |
restful copper amulet of magic (+3) restful copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Master While equipped: Stats +3 Mag ----- def ----- Fatigue -5% HP.reg +1.00 Amulets make your neck look great! |
Xith Xith0.1 T1 ring jewelry [Rare] Psionic While equipped: Stats +1 Mag +5 Wil +4 Cun +3 Con dps ---------- Mind.pwr +6 (+3 eff.) ----- def ----- Resists +6% darkness Spell.save +6 (+3 eff.) Knockbk- +10% Rings make your fingers look great! |
mule's steel ring of perseverance mule's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +1.00 Stun/Frz- +20% ---------- misc Max.enc +20 Rings make your fingers look great! |
psionicist's steel ring of frost (+20%) psionicist's steel ring of frost (+20%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of nature (+22%) psionicist's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% nature ----- def ----- Resists +22% nature Mind.save +6 (+3 eff.) Rings make your fingers look great! |
psionicist's steel ring of time (+11%) psionicist's steel ring of time (+11%)0.1 T2 ring jewelry [Ego] Arcane/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +11% temporal ----- def ----- Resists +11% temporal Mind.save +6 (+3 eff.) Rings make your fingers look great! |
savior's copper ring savior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
savior's copper ring of power savior's copper ring of power0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+2 eff.) Mind.pwr +6 (+3 eff.) ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+4 eff.) Rings make your fingers look great! |
titan's copper ring of perseverance titan's copper ring of perseverance0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) HP.reg +2.00 Stun/Frz- +21% Rings make your fingers look great! |
warrior's copper ring of sensing warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str ----- def ----- Armour +6 Blind- +20% ---------- misc Infravis +3 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
warrior's copper ring of sensing warrior's copper ring of sensing0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Blind- +22% ---------- misc Infravis +3 See.Stealth +5 See.Invis +5 Rings make your fingers look great! |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 129% Range: 1.3x Uses 50% Dex, 15% Mag, 50% Str Dmg Physical 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 137.94 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. |
balanced dwarven-steel dagger of erosion (124% power, 7 apr) balanced dwarven-steel dagger of erosion (124% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Master Power 124% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +7 (+7 eff.) Disarm- +28% Sharp, short and deadly. |
mighty yew longbow of fire mighty yew longbow of fire4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +15 fire While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Dmg.mod +12% fire Longbows are used to shoot arrows at your foes. |
steady ash longbow of acid steady ash longbow of acid4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 Ranged+ +8 acid While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +12% acid Acc +11 (+4 eff.) Longbows are used to shoot arrows at your foes. |
flaming dwarven-steel longsword of erosion (126% power, 4 apr) flaming dwarven-steel longsword of erosion (126% power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane/Nature Power 126% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 nature On Hit.r1 +13 fire Sharp, long, and deadly. |
iron longsword 'Galesmasher' (104% power, 2 apr) iron longsword 'Galesmasher' (104% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +6 fire While equipped: Stats +5 Str +2 Dex +4 Mag dps ---------- Melee Ret 4 lightning ----- def ----- Resists +12% light Sharp, long, and deadly. |
iron longsword of crippling (104% power, 2 apr) iron longsword of crippling (104% power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Master Power 104% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +5.0% Sharp, long, and deadly. |
steel longsword (111% power, 3 apr) steel longsword (111% power, 3 apr)3.0 T2 longsword 1H weapon [Normal] Power 111% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Sharp, long, and deadly. |
steel longsword of phasing (115% power, 10 apr) steel longsword of phasing (115% power, 10 apr)3.0 T2 longsword 1H weapon [Ego] Arcane Power 115% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +3.0% Atk.spd 100% Phasing +11% Sharp, long, and deadly. |
iron mace 'Manosathel' (118% power, 2 apr) iron mace 'Manosathel' (118% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 118% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Apr +1 ----- def ----- Resists +12% lightning Spell.save +3 (+1 eff.) Silence- +10% Blunt and deadly. |
truestriking dwarven-steel mace (131% power, 4 apr) truestriking dwarven-steel mace (131% power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +8% physical Acc +10 (+4 eff.) Apr +9 Blunt and deadly. |
cured leather sling cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Normal] Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 Slings are used to hurl stones or metal shots at your foes. |
Glintransom the steel waraxe (112% power, 3 apr) Glintransom the steel waraxe (112% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 light On Hit: * 25% chance for lightning to strike from the target to a second target dealing 90 damage While equipped: Stats +4 Str +2 Con dps ---------- Res.pen +5% light ----- def ----- Resists +5% arcane ---------- misc Light +2 One-handed war axes. |
Glurianor the steel waraxe (112% power, 3 apr) Glurianor the steel waraxe (112% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 112% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +5 temporal While equipped: Stats +3 Cun +5 Str dps ---------- Phys.crit +2.0% Res.pen +20% blight ----- def ----- Armour +8 Resists +7% temporal ---------- misc Equi/ret +0.08 Max.stam +30.00 One-handed war axes. |
plaguebringer's dwarven-steel waraxe (116% power, 4 apr) plaguebringer's dwarven-steel waraxe (116% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane Power 116% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +21% One-handed war axes. |
plaguebringer's steel waraxe of vileness (107% power, 3 apr) plaguebringer's steel waraxe of vileness (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego+] Arcane Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +11 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 26 While equipped: ----- def ----- Disease- +15% One-handed war axes. |
steel waraxe (102% power, 3 apr) steel waraxe (102% power, 3 apr)3.0 T2 waraxe 1H weapon [Normal] Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
Stormlash (115% power, 7 apr) Stormlash (115% power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 115% Range: 1.1x Uses 100% Dex Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 21.79 to 65.36 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
grounding hardened leather belt of life grounding hardened leather belt of life1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Resists +7% lightning +7% temporal HP.reg +0.60 Heal.mod +13% A belt that goes around your waist. |
insulating rough leather belt of the vagrant insulating rough leather belt of the vagrant1.0 T1 belt armor [Ego+] Nature/Master While equipped: Stats +2 Con dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Resists +6% fire +5% cold Mind.save +6 (+3 eff.) A belt that goes around your waist. |
Vorolaith (1 def, 0 armour) Vorolaith (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +4 Cun +1 Dex dps ---------- Res.pen +5% mind On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal Mind.save +3 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour) insulating pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +5% cold ---------- misc Stam/turn +0.40 Max.stam +16.00 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 'Layoba' (5 def, 1 armour) pair of rough leather boots 'Layoba' (5 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: ----- def ----- Armour +1 Defense +5 (+5 eff.) Resists +5% lightning +12% temporal +3% acid Phys.save +3 (+1 eff.) Heal.mod +10% Poison- +10% A pair of boots made of leather. |
heroic dwarven-steel gauntlets (0 def, 5 armour) heroic dwarven-steel gauntlets (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +5 Fatigue +3% Mind.save +7 (+4 eff.) Max.HP +42.00 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. |
umbral rough leather gloves of magic (+3) (0 def, 1 armour) umbral rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 6 darkness Dmg.mod +4% arcane +4% darkness ----- def ----- Armour +1 Resists +5% darkness 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. |
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 27.15 to 81.46 lightning damage (54.30 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Gleth the dwarven-steel helm (0 def, 4 armour) Gleth the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +3% acid +9% blight Phys.save +16 (+8 eff.) Die.at -40.00 life Blind- +10% Stun/Frz- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nereta (0 def, 3 armour) Nereta (0 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Crit.mult +20.00% Dmg.mod +6% mind Res.pen +15% temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +3 Fatigue +1% ---------- misc Max.hate +6.00 Infravis +2 A cap made of leather. |
Salokira the iron helm (5 def, 3 armour) Salokira the iron helm (5 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% acid Melee Ret 2 acid ----- def ----- Armour +3 Defense +5 (+5 eff.) Fatigue +5% Resists +6% fire +7% cold Die.at -60.00 life Max.HP +40.00 ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Flashrupture' (0 def, 4 armour) dwarven-steel helm 'Flashrupture' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Str +5 Dex +3 Con dps ---------- Dmg.mod +9% fire Acc +15 (+5 eff.) Apr +3 ----- def ----- Armour +4 Fatigue +4% Mind.save +9 (+5 eff.) Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 120.7 Physical damage. If the attack hits, the target is confused (28% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat 'Willowjustice' (6 def, 0 armour) linen wizard hat 'Willowjustice' (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+3 eff.) Dmg.mod +11% acid +12% nature Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Defense +6 (+6 eff.) Resists +16% acid +6% nature A pointy cloth hat, very wizardly... |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
voratun plate armour 'Blackminister' (0 def, 22 armour) voratun plate armour 'Blackminister' (0 def, 22 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Random Unique] Arcane/Master While equipped: Stats +1 Mag dps ---------- Melee+ 16 acid 13 fire Melee Ret 13 acid 15 fire 6 darkness ----- def ----- Armour +22 Fatigue +17% Resists +13% acid +23% temporal +25% fire Phys.save +8 (+4 eff.) Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.mana +40.00 A suit of armour made of metal plates. |
Relgahek (0 def, 2 armour, 18.5 block) Relgahek (0 def, 2 armour, 18.5 block)7.0 T1 shield armor Reqs Shield usage training [Rare] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil dps ---------- S.pwr/crit +2 Dmg.mod +9% arcane Res.pen +25% blight ----- def ----- Armour +2 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
5 agate 5 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. |
71 alchemist agate 71 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 onyx 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. |
4 aquamarine 4 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. |
6 opal 6 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Anantir' (dig speed 18 turns) iron pickaxe 'Anantir' (dig speed 18 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +1 Mag dps ---------- Spell.crit +4% Crit.mult +5.00% Spell.pwr +15 (+5 eff.) Res.pen +10% blight +10% arcane Phasing +10% ----- def ----- Max.HP +21.00 ---------- misc Max.stam +16.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Scaldsin the brass lantern Scaldsin the brass lantern2.0 T1 lite [Rare] Nature While equipped: ----- def ----- Defense +5 (+5 eff.) Resists +6% lightning +9% fire +5% arcane Phys.save +12 (+6 eff.) Max.HP +42.00 ---------- 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of 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. |
Flowerreign [power 260] (15 cooldown) Flowerreign [power 260] (15 cooldown)2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% lightning +3% nature Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 40% Sting an enemy dealing 260 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage penetration by 12% for 2 turns. 100% to reduce fatigue by 28% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
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. |
3 quartz 3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
15 ametrine 15 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 worldbuilding29929 the Cornac Writhing One level 22
2nd Wintertide 123rd year of Ascendancy at 07:40 see stats
By worldbuilding29929 the Cornac Writhing One level 11
1st Dusk 122nd year of Ascendancy at 07:53 see stats
By worldbuilding29929 the Cornac Writhing One level 20
5th Decay 122nd year of Ascendancy at 21:14 see stats
By worldbuilding29929 the Cornac Writhing One level 22
2nd Wintertide 123rd year of Ascendancy at 07:00 see stats
By worldbuilding29929 the Cornac Writhing One level 10
1st Mirth 122nd year of Ascendancy at 10:59 see stats
By worldbuilding29929 the Cornac Writhing One level 20
53rd Haze 122nd year of Ascendancy at 08:18 see stats
By worldbuilding29929 the Cornac Writhing One level 23
14th Regrowth 123rd year of Ascendancy at 07:45 see stats
By worldbuilding29929 the Cornac Writhing One level 10
2nd Mirth 122nd year of Ascendancy at 08:03 see stats
By worldbuilding29929 the Cornac Writhing One level 11
72nd Dusk 122nd year of Ascendancy at 02:34 see stats
By worldbuilding29929 the Cornac Writhing One level 18
46th Haze 122nd year of Ascendancy at 03:53 see stats
Log
Worldbuilding29929 casts Carrion Feet.
Worldbuilding29929 casts Carrion Feet.
Worldbuilding29929 forces the iceblock to shatter.
Worldbuilding29929 is free from the ice.
Burb the snow giant champion misses worldbuilding29929.
worldbuilding29929 hits Iceblock for 101 physical, 34 physical, 6 mind, 86 darkness, 6 mind, 3 mind (234 total damage).
Melee retaliation hits Iceblock for 7 physical, 7 mind, 7 physical, 7 mind (27 total damage).
Melee retaliation hits worldbuilding29929 for (0 to ice), 12 cold (12 total damage).
Worm that walks (servant of worldbuilding29929) uses Blindside.
Worm that walks (servant of worldbuilding29929) hits Snow giant chieftain for 4 cold damage.
Worm that walks (servant of worldbuilding29929) hits Snow giant thunderer for 24 physical, 6 acid, 0 cold, 2 darkness, 12 arcane, 4 cold, 11 physical, 2 temporal, 12 arcane (77 total damage).
Burning from Vorabretta the snow giant chieftain hits Worm that walks (servant of worldbuilding29929) for 21 fire damage.
Snow giant chieftain uses Knockback.
Talent Pustulent Fulmination is ready to use.
Burning from Vorabretta the snow giant chieftain hits Burb the snow giant champion for 17 fire damage.
Snow giant chieftain hits Worm that walks (servant of worldbuilding29929) for 52 physical damage.
Burb the snow giant champion hits worldbuilding29929 for 32 physical, 14 cold (48 total damage).
Burb the snow giant champion's ice storm area effect hits worldbuilding29929 for 31 cold damage.
Melee retaliation hits Burb the snow giant champion for 5 physical, 3 mind (8 total damage).
Vorabretta the snow giant chieftain casts Channel Staff.
Snow giant chieftain killed Worm that walks (servant of worldbuilding29929)!
Worldbuilding29929 casts Carrion Feet.
Burb the snow giant champion uses Throw Boulder.
Burb the snow giant champion hurls a huge boulder at worldbuilding29929!
Worldbuilding29929 resists the knockback!
Burb the snow giant champion hits worldbuilding29929 for 107 physical damage.
Burb the snow giant champion's ice storm area effect hits Snow giant thunderer for 34 cold damage.
Burb the snow giant champion's ice storm area effect hits Snow giant chieftain for 34 cold damage.
worldbuilding29929 the level 23 cornac writhing one was swiped to death by Burb the snow giant champion on level 1 of Daikara.