
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| 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 1.7.0Donators/Buyers bonus! Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.2This 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! Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 21 / 48% |
| Size | huge |
| Lifes / Deaths | Killed by Eilinuthra the bandit lord at level 21 on the 32nd Dusk 122nd year of Ascendancy at 15:32 / 1 |
Primary Stats
| Strength | 46 (base 37) |
| Dexterity | 17 (base 10) |
| Constitution | 23 (base 16) |
| Magic | 51 (base 49) |
| Willpower | 17 (base 10) |
| Cunning | 12 (base 10) |
Resources
| Life | -48/726 |
| Mana | 255/255 |
| Insanity | 3/100 |
| Healing Factor | 1.1099022211821 |
| Regeneration | 10.266595545935 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +21.09386761032% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 18.532340182512 |
| See Invisible | 18.532340182512 |
Offense: Mainhand
| Damage | 53 |
| Accuracy | 44 |
| Crit Chance | 14% |
| APR | 6 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 41 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Mind
| Mindpower | 16 |
| Crit Chance | 3% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Darkness | +9% |
| Nature | +6% |
| Blight | +17% |
| Physical | +3% |
| Acid | +10% |
| All | 0% |
Offense: Damage Penetration
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 35.36174050493 (81.898876157654%) |
| Defense | 28 |
| Ranged Defense | 28 |
| Fatigue | 12 |
| Physical Save | 35 |
| Spell Save | 33 |
| Mental Save | 20 |
Defense: Resistances
| Acid | + 35%( 70%) |
| Blight | + 6%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 18%( 70%) |
| All | 0%( 70%) |
| Lightning | + 23%( 70%) |
| Temporal | + 22%( 70%) |
| Physical | + 11%( 70%) |
| Darkness | + 3%( 70%) |
| Mind | + 6%( 70%) |
| Nature | + 17%( 70%) |
Defense: Immunities
| Pinning Resistance | 100% |
| Teleport Resistance | 20% |
| Stun Resistance | 74% |
| Instadeath Resistance | 100% |
| Poison Resistance | 35% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 767% 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 Strength stat. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Controlled horrors | 1.30 |
| 5/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Demented / Disfigured face | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Staff combat | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Demented / Beyond sanity | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 4/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 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 |
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 abandoned lost sun paladin, to death. Escort: lost sun paladin (level 1 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost warrior (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 |
Equipment
| On feet | 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 (+2 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 20 out of 20/20. Range 6 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 6 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
| Light source | Cystserpent the brass lantern2.0 T1 lite [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +3% nature Apr +2 ----- def ----- Max.HP +40.00 ---------- misc Stam/turn +3.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Xelle the iron helm (5 def, 9 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: ----- def ----- Armour +9 Defense +5 (+2 eff.) Fatigue +5% Resists +5% arcane +6% temporal Phys.save +11 (+5 eff.) HP.reg +2.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | 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. |
| On fingers | Eleniran0.1 T2 ring jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +10% acid +3% physical ----- def ----- Defense +10 (+5 eff.) Resists +6% blight +8% nature +20% acid HP.reg +2.00 Poison- +15% Disease- +11% Stun/Frz- +20% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| On fingers | Tohell the steel ring0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +6 Wil +3 Con ----- def ----- Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) HP.reg +1.00 Stun/Frz- +22% Def/telep +15 Res/telep +15% Dur/telep +15% Rings make your fingers look great! |
| Around waist | hardened leather belt 'Frozenrain'1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Dex +3 Wil +4 Con dps ---------- Phys.pwr +8 (+3 eff.) ----- def ----- Resists +6% cold +9% nature +3% darkness Phys.save +8 (+4 eff.) Poison- +10% Teleport- +20% ---------- misc Size +1 A belt that goes around your waist. |
| In main hand | Skullcleaver (120% power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 121% Range: 1.4x Uses 100% Str Dmg Physical 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. |
| On hands | restful rough leather gloves of strength (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 HP.reg +3.00 ---------- misc Stam/turn +0.60 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Strikevagrant the steel plate armour (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Arcane/Master While equipped: dps ---------- Dmg.mod +9% lightning +3% nature Melee Ret 2 lightning ----- def ----- Armour +9 Fatigue +22% Resists +15% acid +16% temporal +23% lightning A suit of armour made of metal plates. |
| Cloak | Glorotta the linen cloak (6 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Resists +5% arcane +12% cold Spell.save +3 (+2 eff.) Mind.save +3 (+1 eff.) Max.HP +80.00 Poison- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Silema'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex dps ---------- Res.pen +10% mind Melee Ret 2 mind ----- def ----- Fatigue -5% Resists +6% mind +6% physical HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Inventory
movement infusion of the warrior (speed 671%; 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 increase movement speed by 671% 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 Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Duathelpain the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% blight Res.pen +10% darkness Melee Ret 2 darkness ----- def ----- Resists +9% blight +6% physical +3% darkness ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet0.1 T3 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of willpower (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
gold ring of arcana (+0.18/turn)0.1 T3 ring jewelry [Ego] Arcane While equipped: ----- def ----- Silence- +28% ---------- misc Mana/turn +0.18 Rings make your fingers look great! |
dwarven-steel battleaxe of daylight (135% power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane Power 135% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 light Against +9% Undead Massive two-handed battleaxes. |
Unerring Scalpel (111% power, 25 apr)1.0 T1 dagger 1H weapon Reqs Cun 16 [Unique] Arcane Power 111% Range: 1.3x Uses 45% Str, 55% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Atk.spd 100% Phasing +50% While equipped: dps ---------- Acc +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
hateful dwarven-steel dagger of massacre (132% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Master/Psionic Power 132% 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+ +5 darkness Against +5% Living Sharp, short and deadly. |
truestriking dwarven-steel dagger (121% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Master Power 122% 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% While equipped: dps ---------- Res.pen +7% physical Acc +5 (+2 eff.) Apr +7 Sharp, short and deadly. |
Bill's Tree Trunk (136% power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 137% Range: 1.7x Uses 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by a temporary damage shield there is 36% chance to shatter it. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
dwarven-steel greatmaul (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
dwarven-steel greatmaul of phasing (153% power, 18 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 153% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +18 Crit +1.5% Atk.spd 100% Phasing +17% Massive two-handed mauls. |
flaming dwarven-steel greatmaul of daylight (151% power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 152% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +13 light Against +7% Undead On Hit.r1 +9 fire Massive two-handed mauls. |
Flashwinnow the steel greatsword (123% power, 9 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 123% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.0% Atk.spd 100% Phasing +16% On Hit: * 10% chance to reduce all saves and defense by 11 On Crit: * Wound the target dealing 204 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +7 (+2 eff.) Acc +10 (+3 eff.) Melee Ret 2 fire ----- def ----- Defense +9 (+4 eff.) Resists +6% mind +6% fire Disarm- +28% Massive two-handed swords. |
Frostsear the steel greatsword (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Nature/Master/Psionic Power 141% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 nature On Crit.r2 +8 acid On Hit: * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Res.pen +10% cold Melee Ret 6 cold Massive two-handed swords. |
Galoradin the Eclipsewedge (149% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Master Power 149% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 darkness While equipped: dps ---------- Dmg.mod +3% darkness Res.pen +9% physical Acc +12 (+4 eff.) Apr +10 Melee Ret 4 darkness ----- def ----- Def/telep +10 Res/telep +10% Dur/telep +10% Massive two-handed swords. |
steel greatsword of vileness (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Arcane Power 130% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 blight On Hit: * 16% chance to reduce strength, dexterity, and constitution by 22 Massive two-handed swords. |
mighty ash longbow4.0 T2 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Longbows are used to shoot arrows at your foes. |
yew longbow4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Normal] Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Longbows are used to shoot arrows at your foes. |
Salolle (104% power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 105% 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: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +21 (+10 eff.) Resists +3% nature Disarm- +22% Teleport- +10% Blunt and deadly. |
acidic steel mace of massacre (121% power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 Blunt and deadly. |
creative mossy mindstar (77% power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +2 (+2 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar of life (97% power, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+5 eff.) ----- def ----- Max.HP +17.00 HP.reg +0.90 ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
fungal hardened leather sling of cunning (+2)4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Cun +3 Con dps ---------- Res.pen +8% physical ---------- misc Masteries +0.20 Wild-gift/Fungus Regenerate 80 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
Mayathra (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Nature/Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +4 Wil +4 Con dps ---------- Spell.crit +13% Mind.crit +1% Crit.mult +13.00% Spell.pwr +18 (+6 eff.) Dmg.mod +25% fire ----- def ----- Defense +7 (+3 eff.) Resists +6% fire HP.reg +3.00 Heal.mod +19% ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Porinne (120% power, 4 apr, light element)5.0 T3 staff 1H weapon [Random Unique] Nature/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Dex dps ---------- Phys.crit +7.0% Spell.crit +13% Mind.crit +4% Crit.mult +11.00% Phys.pwr +5 (+2 eff.) Spell.pwr +16 (+5 eff.) Mind.pwr +10 (+7 eff.) Dmg.mod +20% light +3% mind Acc +6 (+2 eff.) Apr +1 ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
blighted ash vilestaff (111% power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego+] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +8 (+2 eff.) Dmg.mod +15% darkness ---------- misc Vim/s.crit +3.00 Max.vim +13.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash starstaff of warding (111% power, 3 apr, physical element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% physical ----- def ----- Armour +5 Defense +4 (+2 eff.) ---------- misc Wards +2 physical Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elven-wood magestaff 'Skynoon' (129% power, 5 apr, fire element)5.0 T4 staff 2H weapon [Random Unique] Master Power 129% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +32% Crit.mult +43.00% Spell.pwr +12 (+4 eff.) Dmg.mod +9% lightning +25% fire Res.pen +5% lightning ----- def ----- Resists +3% fire +6% light +3% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (125% power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 126% Range: 1.4x Uses 120% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+3 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 11.17 cold damage and 11.51 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
dwarven-steel waraxe of daylight (119% power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 120% 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+ +12 light Against +6% Undead One-handed war axes. |
Blindnull the rough leather belt1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +3 (+3 eff.) Dmg.mod +9% acid +6% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Resists +3% acid Phys.save +6 (+3 eff.) A belt that goes around your waist. |
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. |
Treestreaker the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +6% lightning +6% temporal +6% nature +6% blight ---------- misc Light +2 A belt that goes around your waist. |
rough leather belt 'Morningradiance'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% light Res.pen +5% lightning +15% light On Hit (Melee): * 10% chance to slow global speed by 36% ----- def ----- Defense +9 (+4 eff.) Resists +3% cold +3% nature +6% temporal Stealth +6 A belt that goes around your waist. |
Baluyaldil the Frigidbrace (11 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +2 Cun +3 Con dps ---------- Crit.mult +5.00% Res.pen +5% mind +5% cold Melee Ret 4 mind ----- def ----- Defense +11 (+5 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Barubar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% blight +6% acid Max.HP +76.00 Disarm- +20% Teleport- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Emelevena the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +3 Str dps ---------- Dmg.mod +3% acid ----- def ----- Defense +1 (+0 eff.) Spell.save +6 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Shiverweeper' (6 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +6 (+3 eff.) Resists +3% temporal +16% cold +5% arcane +9% darkness HP.reg +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +46.00 HP.reg +1.50 Heal.mod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Robe of the Worm of the mind (+13%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Psionic While equipped: Stats +5 Mag +5 Wil dps ---------- Dmg.mod +13% mind ----- def ----- Resists +13% mind +7% all ---------- misc Mana/turn +0.11 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of fire (+15%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +9% all +15% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Poruwen the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Crit.mult +5.00% Mind.pwr +15 (+9 eff.) Mov.spd +25% Dmg.mod +6% temporal ----- def ----- Armour +1 ---------- misc Max.hate +4.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Blind's kiss' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +4 Con +6 Wil dps ---------- Mind.pwr +5 (+4 eff.) Res.pen +25% light +6% physical Melee Ret 4 light ----- def ----- Armour +4 Fatigue +3% ---------- misc Mana/turn +0.12 Mana/s.crit +1.00 Max.mana +60.00 Max.vim +30.00 Blindside: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 37% (at 0 Hate) to 124% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 11 extra Defense for 1 turn. The Defense boost improves with your Strength. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's 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 -1% Phys.save +5 (+2 eff.) ---------- misc Max.enc +23 Stam/turn +0.60 Max.stam +15.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of hardened leather boots of phasing (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane/Master While equipped: Stats +3 Mag +2 Wil ----- def ----- Armour +3 Fatigue -4% Phys.save +6 (+3 eff.) ---------- misc Max.enc +25 Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown A pair of boots made of leather. |
traveler's pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -4% Phys.save +10 (+5 eff.) ---------- misc Max.enc +25 Stam/turn +0.30 Max.stam +13.00 A pair of boots made of leather. |
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 22.48 to 67.44 lightning damage (44.96 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
Frozenraven the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Wil dps ---------- Dmg.mod +6% fire Res.pen +25% fire +10% cold On Hit (Melee): * 20% chance to reduce damage dealt by 10% ----- def ----- Armour +4 Fatigue +4% Resists +21% cold Mind.save +8 (+4 eff.) ---------- misc Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Obsidiantrail (16 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Res.pen +5% physical ----- def ----- Armour +6 Defense +16 (+8 eff.) Resists +5% arcane +7% fire +9% darkness +6% cold A pointy cloth hat, very wizardly... |
Sparkstreaker (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +7 Dex dps ---------- Dmg.mod +15% fire Melee Ret 10 acid 6 lightning On Hit (Melee): * 10% chance to reduce armor by 32% ----- def ----- Armour +3 Fatigue +3% Resists +6% acid 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 123.0 Physical damage. If the attack hits, the target is confused (29% 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 cap made of leather. |
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 (+6 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. |
augmenting linen wizard hat of blight (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +4% acid +4% lightning +11% blight +5% cold +4% arcane +4% fire ----- def ----- Defense +1 (+0 eff.) Resists +11% blight A pointy cloth hat, very wizardly... |
dwarven-steel helm of strength (+2) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Sunblur' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +9% fire On Hit (Melee): * 20% chance to slow global speed by 36% ----- def ----- Armour +3 Fatigue +5% Resists +9% fire +5% arcane +6% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat 'Scumenvy' (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% lightning On Hit (Melee): * 10% chance to slow global speed by 36% * 10% chance to reduce all saves and defense by 11 ----- def ----- Defense +1 (+0 eff.) Resists +18% lightning +9% mind A pointy cloth hat, very wizardly... |
iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +24.00 A suit of armour made of mail. |
cured leather armour (6 def, 4 armour)9.0 T2 light armor [Normal] While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% A suit of armour made of leather. |
rejuvenating hardened leather armour (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% HP.reg +2.90 ---------- misc Stam/turn +1.10 A suit of armour made of leather. |
cleansing dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego] Disrupt/Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +10% blight +12% nature +7% mind Mind.save +14 (+7 eff.) A suit of armour made of metal plates. |
acidic dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 82 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 6 acid Melee Ret 5 acid ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
scouring dwarven-steel shield (0 def, 6 armour, 83 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Disrupt Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Con dps ---------- Melee+ 9 acid 8 nature On Hit (Melee): * 16 arcane resource burn On Melee Ret: * 6 arcane resource burn ----- def ----- Armour +6 Fatigue +8% Resists +8% acid +5% nature ---------- misc Talents +1 Block Handheld deflection devices. |
Dourquick the quiver of yew arrows (22/117, 159% power, 25 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane Power 160% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +2.0% Capacity 117 Rld cld 1 Ranged+ +4 fire On Hit.r1 +4 darkness +12 fire On Hit: * 20% chance to reduce damage dealt by 10% Arrows are used with bows to pierce your foes to death. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
177 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. |
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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 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. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
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. |
6 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. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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)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 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. |
pouch of dwarven-steel shots of daylight (15/15, 141% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego] Arcane Power 142% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +5.0% Capacity 15 Ranged+ +5 light Against +8% Undead Shots are used with slings to pummel your foes to death. |
soothing ash totem of healing [power 182] (15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to heal for 44. Natural totems are made by powerful wilders to store nature power. |
Gloomrot the elm wand of conjuration [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Spell.crit +2% Res.pen +5% arcane ----- def ----- Resists +6% darkness Fire a magical bolt dealing 105 fire damage Puts all charms on 15 cooldown 100% to increase all damage by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Samodugar [power 10] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Apr +3 ---------- misc Stam/turn +2.00 Reveal the area around you, dispelling darkness (radius 10, power 64 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. 100% to reduce 2 talent cooldowns by 2. 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
12 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. |
3 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. |
2 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Wrath the Ogre Writhing One level 10
7th Mirth 122nd year of Ascendancy at 23:02 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Wrath the Ogre Writhing One level 20
29th Dusk 122nd year of Ascendancy at 21:18 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Wrath the Ogre Writhing One level 9
3rd Mirth 122nd year of Ascendancy at 07:07 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Wrath the Ogre Writhing One level 9
5th Mirth 122nd year of Ascendancy at 05:19 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Wrath the Ogre Writhing One level 16
6th Flare 122nd year of Ascendancy at 17:17 see stats
Log
Eilinuthra the bandit lord hits Wrath for 92 fire damage.
Lava floor burns Wrath!
Eilinuthra the bandit lord hits Wrath for 92 fire damage.
Lava floor burns Wrath!
Eilinuthra the bandit lord hits Wrath for 92 fire damage.
Lava floor burns Wrath!
Something hits Wrath for 92 fire damage.
Lava floor burns Wrath!
Something hits Wrath for 92 fire damage.
Wrath casts Ogric Wrath.
Wrath enters an ogric frenzy.
Wrath slows down.
Deadly Poison from Thief hits Wrath for 30 nature damage.
Lava floor burns Wrath!
Something hits Wrath for 92 fire damage.
Wrath stops regenerating health quickly.
Wrath is no longer poisoned.
Lava floor burns Wrath!
Something hits Wrath for 93 fire damage.
Talent Lash Out is ready to use.
Lava floor burns Wrath!
Something hits Wrath for 95 fire damage.
Wrath the level 21 ogre writhing one was flamed to death by Eilinuthra the bandit lord on level 1 of Fearscape.
You are brought back from the Fearscape!


























































































































