












Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.5 |
| Addons | Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Male |
| Race | Cornac |
| Class | Skirmisher |
| Level / Exp | 40 / 11% |
| Size | medium |
| Lifes / Deaths | Killed by elven blood mage at level 13 on the 21st Dusk 122nd year of Ascendancy at 08:21 1 / 6Killed by Grand Corruptor at level 23 on the 20th Regrowth 123rd year of Ascendancy at 04:12 Killed by Zubuwen the skeleton warrior at level 29 on the 11st Dusk 123rd year of Ascendancy at 11:01 Killed by overpowered greater multi-hued wyrm at level 38 on the 37th Haze 123rd year of Ascendancy at 15:58 Killed by overpowered greater multi-hued wyrm at level 38 on the 37th Haze 123rd year of Ascendancy at 21:34 Killed by orc high cryomancer at level 40 on the 41st Haze 123rd year of Ascendancy at 06:45 |
Primary Stats
| Strength | 36 (base 12) |
| Dexterity | 103 (base 60) |
| Constitution | 34 (base 34) |
| Magic | 14 (base 10) |
| Willpower | 21 (base 16) |
| Cunning | 78 (base 54) |
Resources
| Life | 922/922 |
| Stamina | 220/220 |
| Healing Factor | 1.285336564623 |
| Regeneration | 18.097519113079 |
Speed
| Mental | -1.1102230246252E-14% |
| Attack | 0% |
| Movement | -50% |
| Spell | 0% |
| Global | +92.742314256981% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 7 |
| See Stealth | 61.668125878895 |
| See Invisible | 71.668125878895 |
Offense: Mainhand
| Damage | 152 |
| Accuracy | 81 |
| Crit Chance | 55% |
| APR | 7 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 19 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 24% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +14% |
| Light | +23% |
| All | +2% |
Offense: Damage Penetration
| All | 0% |
Defense: Base
| Armour (hardiness) | 69.764593763945 (90.888266585006%) |
| Defense | 86 |
| Ranged Defense | 89 |
| Fatigue | 0 |
| Physical Save | 40 |
| Spell Save | 21 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Light | + 37%( 70%) |
| Cold | + 40%( 70%) |
| Nature | + 15%( 70%) |
| Physical | + 21%( 70%) |
| Fire | + 42%( 70%) |
| All | + 10%( 70%) |
Defense: Immunities
| Stun Resistance | 20% |
| Pinning Resistance | 100% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 100 life over 5 turns. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 709% 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: Biting GaleUse 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 direct a cone of chilling stormwind doing 311.71 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 at most 246 damage for 5 turns. Its effects scale with your Constitution stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 181 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 Dexterity stat. |
Class Talents
| Technique / Tireless Combatant | 1.30 |
| 4/5 |
| 3/5 |
| 4/5 |
| 5/5 |
| Cunning / Called Shots | 1.30 |
| 1/5 |
| 3/5 |
| 2/5 |
| 5/5 |
| Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 4/5 |
| Technique / Buckler Training | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 3/5 |
Generic Talents
| Cunning / Survival | 1.50 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| Technique / Conditioning | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
| Cunning / Scoundrel | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 2/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Pace Yourself |
| talent | Chant of Fortitude |
| talent | Counter Shot |
| talent | Bombardment |
| talent | Trained Reactions |
| detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You failed to protect the injured seer from death by orc master assassin. Escort: injured seer (level 2 of Lost Dwarven Kingdom of Reknor) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost defiler from death by snow giant thunderer. Escort: lost defiler (level 1 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Old Forest. Escort: lost defiler (level 1 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Old Forest. Escort: lost warrior (level 2 of Old Forest)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 8 of Dreadfell. Escort: lost warrior (level 8 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Dexterity by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girlMelinda was saved from the brink of death at the beach, by a strange wave of blight. The Fortress Shadow said she could be cured. Melinda decided to come live with you in your Fortress. The Fortress Shadow has established a portal for her so she can come and go freely. | 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 Shade. | 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. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 405. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of the fox. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed vial of greater demon bile. * You've found the needed skeleton mage skull. * '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.' 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 red crystal shard. * You've found the needed electric eel tail. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Ungrol of Last Hope has completed an elixir of brawn without your aid. You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have sided with Ukllmswwik and killed Slasul. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to your homeland for you. There and back again* You have found a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.6 Pwr.cost 16 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. |
| Quiver | Aerunne (21/21, 54-65 power, 5 apr)3.0 T4 shot ammo [Random Unique] Arcane/Nature/Master Power 54.0 - 64.8 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +5 Crit +17.5% Capacity 21 Phasing +30% Ranged+ +13 blight +10 nature +12 mind +16 arcane On Crit.r2 +16 mind On Hit: 20% Epidemic 4 On Hit: * 13% chance to reduce strength, dexterity, and constitution by 11 On Crit: * Wound the target dealing 200 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
| Light source | 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.(71 power, based on Willpower). Uses 8 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | warlord's hardened leather cap of the bounder (0 def, 3 armour)2.0 T3 head armor [Ego++] Nature/Master While equipped: Stats +10 Str +6 Dex +5 Wil dps ---------- Phys.pwr +6 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% physical Phys.save +8 (+2 eff.) Skullcracker: Puts all charms on 16 cooldown Level 3.0 Pwr.cost 16 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 134.7 Physical damage. If the attack hits, the target is confused (45% 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. |
| On hands | brawler's drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego++] Nature/Master While equipped: Stats +3 Str +3 Dex +4 Cun ----- def ----- Armour +3 Phys.save +11 (+3 eff.) HP.reg +2.40 ---------- misc Stam/turn +0.50 Psi/turn +0.26 Cooldown Double Strike -1 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. |
| Tool | Lightningquake [power 355] (20 cooldown)2.0 T5 totem charm [Rare] Nature While equipped: dps ---------- Acc +30 (+6 eff.) Apr +2 Melee Ret 6 lightning ----- def ----- Phys.save +15 (+5 eff.) ---------- misc Stam/turn +2.00 Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 835 Base Damage: 415 Armor: 18 All Resist: 25 Puts all charms on 20 cooldown 100% to reduce fatigue by 44% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | warrior's gold ring of luminosity0.1 T3 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +4 Mag dps ---------- Melee+ 16 light Ranged+ 14 light Dmg.mod +11% light ----- def ----- Armour +8 Rings make your fingers look great! |
| On fingers | gold ring of misery0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 8 physical Ranged+ 12 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 22 On Hit (Ranged): * 12% chance to reduce all saves and defense by 22 ---------- misc Hate/m.crit +1.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 16 cooldown Level 4.0 Pwr.cost 16 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
| Around neck | Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+3 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 48 power out of 60/60 The evilness of undeath radiates from this amulet. |
| In main hand | Hare-Skin Sling4.0 T3 sling 1H weapon [Unique] Nature Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+2 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 7 out of 8/8. Range 10 Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
| Around waist | drakeskin leather belt 'Eremendil'1.0 T5 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +9.00% Phys.pwr +5 (+2 eff.) ----- def ----- Armour +8 Defense +5 (+1 eff.) Resists +6% nature Spell.save +9 (+5 eff.) HP.reg +4.00 Stun/Frz- +20% A belt that goes around your waist. |
| In off hand | Fire Dragon Shield (16 def, 9 armour, 58-70 power, 220 block)7.0 T4 shield armor Reqs Shield usage training [Unique] Nature/Master When used to Attack: Power 58.0 - 69.6 Fire Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +220 While equipped: dps ---------- On shield block: * 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. Melee Ret 17 fire ----- def ----- Armour +9 Defense +16 (+3 eff.) Rng.Def +15 (+3 eff.) Fatigue +20% Resists +35% fire Affinity +15% fire ---------- misc Talents +1 Block On block: 30% chance that you'll breathe fire in a cone at the attacker (if within range 6). This can only occur up to 4 times per turn. This large shield was made using scales of many fire drakes from the lost land of Tar'Eyal. |
| Cloak | Ebonybreacher (3 def, 8 armour)2.0 T5 cloak armor [Rare] Master While equipped: Stats +4 Dex dps ---------- Phys.crit +5.0% Phys.pwr +10 (+4 eff.) Dmg.mod +12% darkness ----- def ----- Armour +8 Defense +3 (+0 eff.) Resists +23% cold Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Elolaith (38 def, 19 armour)9.0 T5 light armor [Random Unique] Nature/Master While equipped: Stats +7 Str +14 Dex +10 Cun dps ---------- Mov.spd +20% Acc +10 (+2 eff.) ----- def ----- Armour +19 Defense +38 (+7 eff.) Fatigue +8% Resists +10% acid +10% cold ---------- misc Max.mana +40.00 Max.vim +10.00 Breathe water A suit of armour made of leather. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
movement infusion of the titan (speed 728%; cd 18)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 728% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion of the warrior (speed 647%; 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 increase movement speed by 647% 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. Press to compare to your current inscriptions |
Rune of Reflection (--)0.1 T3 rune scroll [Unique] 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 and reflecting at most 170 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 24; blocks 4; dur 4; cd 14)0.1 rune scroll [Normal] Arcane 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 spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 24 up to 4 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+3 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
gold amulet 'Tundrastun'0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Wil +4 Cun +2 Con dps ---------- Res.pen +25% blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ----- def ----- Resists +9% cold ---------- misc Light +2 See.Invis +6 Amulets make your neck look great! |
Unflinching Eye0.1 T4 amulet jewelry [Unique] Arcane/Psionic While equipped: ----- def ----- Resists -25% light Res.Cap -25% light Blind- +100% Confus- +50% ---------- misc Infravis +3 Telepathy Horror Telpty rng +10 Arcane Eye: (Instant) Level 2.0 Pwr.cost 48 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 16 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 6 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. Someone has strung a thick black cord through this large bloodshot eyeball, allowing it to be worn around the neck, should you so choose. |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 10.30 cold and 10.30 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 48 power out of 60/60 This azure ring seems to be always moist to the touch. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+4 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Warmaster Gnarg's Murderblade (60-96 power, 19 apr)3.0 T4 greatsword 2H weapon [Unique] Master Power 60.0 - 96.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +19 Crit +10.0% Atk.spd 100% Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con ----- def ----- D.Red.from +20% Living ---------- misc Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
voratun greatsword (62-98 power, 4 apr)3.0 T5 greatsword 2H weapon Reqs Str 48 [Normal] Power 61.5 - 98.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +5.0% Atk.spd 100% Massive two-handed swords. |
Anmalice (47-66 power, 20 apr)3.0 T4 longsword 1H weapon [Unique] Psionic/Unknown Power 47.0 - 65.8 Physical Uses 10% Wil, 100% Str Acc+ +0.4% crit mult (max 40%) Apr +20 Crit +7.0% Atk.spd 100% On Hit: * torments the target with many mental effects On Kill: * reduces mental save penalty While equipped: dps ---------- Mind.pwr +9 (+5 eff.) Dmg.mod +8% mind ----- def ----- Mind.save -30 (-18 eff.) The eye on the hilt of this blade seems to glare at you, piercing your soul and mind. Tentacles surround the hilt, latching onto your hand. |
Spelldrinker (27-35 power, 8 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Power 27.0 - 35.1 Physical Uses 35% Str, 20% Mag, 55% Dex Acc+ +0.2% crit chance (max 25%) Apr +8 Crit +9.0% Atk.spd 100% On Hit: 15% Disperse Magic 1 On Hit: * steals up to 50 mana from the target While equipped: Stats +6 Cun +6 Mag ----- def ----- Resists +12% arcane Spell.save +12 (+6 eff.) Countless mages have fallen victim to the sharp sting of this blade, betrayed by those among them with greed for ever greater power. Passed on and on, this blade has developed a thirst of its own. |
Icy Kill (35-46 power, 10 apr)1.0 T4 dagger 1H weapon [Unique] Nature/Psionic Power 35.0 - 45.5 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +15.0% Atk.spd 100% Melee+ +30 cold On Crit: * freezes the target On Kill: * explodes a frozen creature (damage scales with willpower) While equipped: Stats +6 Cun +6 Wil dps ---------- Dmg.mod +25% cold ----- def ----- Ice.pen +50% ---------- misc Hate/kill +4.00 As any scryer knows, the link between the murderer and the murdered is the murder weapon, and a scryer can follow that link from the murdered to the weapon to the murderer. One rather cold blooded killer thought of a way around this. By carving blades out of ice, they could kill as they wished and the link would just melt away. Their killing spree ended when one of the victims got lucky and managed to stab the murderer in the heart with the icey blade. After being united with the cold heart that created it, the final ice blade has never melted. |
Life Drinker (42-55 power, 11 apr)1.0 T5 dagger 1H weapon Reqs Mag 44 [Unique] Arcane Power 42.0 - 54.6 Physical Uses 55% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +11 Crit +18.0% Atk.spd 100% While equipped: Stats +6 Cun +6 Mag dps ---------- Spell.crit +10% Spell.pwr +12 (+6 eff.) Dmg.mod +15% blight +15% darkness +15% acid ---------- misc Infravis +2 On Spell Hit: 15% Blood Grasp 2 Worm Rot: Level 2.0 Pwr.cost 32 out of 50/50. Range 6 Travel.spd instantaneous Is a spell Description: Infects the target with parasitic carrion worm larvae for 5 turns. Each turn the disease will remove a beneficial physical effect and deal 5.42 acid and 5.42 blight damage. If not cleared after five turns it will inflict 30.78 blight damage as the larvae hatch, removing the effect but spawning a full grown carrion worm mass near the target's location. Even if this disease is removed early, there is still a 43% chance for the larvae to hatch. You can never have more than 5 worms active from any source at a time. The damage dealt will increase with your Spellpower. Black blood for foul deeds. This dagger serves evil. |
acidic voratun dagger of paradox (36-47 power, 9 apr)1.0 T5 dagger 1H weapon [Ego] Arcane Power 36.5 - 47.5 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Melee+ +15 temporal On Crit: * Splash the target with acid dealing 44 damage over 5 turns and reducing armor and accuracy by 6 While equipped: ----- def ----- Resists +15% temporal Sharp, short and deadly. |
Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon Reqs Wil 48 [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+9 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 24 out of 30/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 7, doing 29.35 slime damage for 11 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Focus Whip (19-21 power, 7 apr)3.0 T3 whip 1H weapon [Unique] Psionic Power 19.0 - 20.9 Mind Uses 20% Wil, 10% Cun, 70% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Acc uses Wil Apr +7 Crit +5.0% Atk.spd 125% On Crit: * Try to fry your enemies brain (25% chance to brainlock) While equipped: dps ---------- Mind.crit +3% Mind.pwr +10 (+5 eff.) Strike all targets in a line (for 100% weapon damage as mind) out to range 4. Uses 8 power out of 10/10 A small mindstar rests at top of this handle. As you touch it, a translucent cord appears, flicking with your will. |
Blindwreck the drakeskin leather sling4.0 T5 sling 1H weapon [Rare] Master Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 Proj.spd +200% Ranged+ +20 physical While equipped: Stats +2 Str dps ---------- Phys.crit +4.0% Res.pen +20% light Acc +10 (+2 eff.) ----- def ----- Phys.save +12 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
Zusarain the Glintrain (21/21, 67-80 power, 6 apr)3.0 T5 shot ammo [Rare] Master Power 67.0 - 80.4 Physical Uses 70% Dex, 50% Cun Mastery Sling Supremacy Acc+ +0.2% base dam (max 20%) Apr +6 Crit +7.0% Capacity 21 Ranged+ +20 light On Hit.r1 +20 light On Crit.r2 +20 darkness On Hit: * 10% chance to reduce damage dealt by 18% Shots are used with slings to pummel your foes to death. |
The Calm (15 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +10 Mag +8 Wil +6 Cun dps ---------- Spell.pwr +20 (+10 eff.) Mov.spd +10% Dmg.mod +25% lightning Res.pen +15% lightning ----- def ----- Defense +15 (+3 eff.) Resists +20% lightning +13% all Proj.slow +15% Your Lightning and Chain Lightning spells gain a 24% chance to daze, and your Thunderstorm spell gains a 12% chance to daze. This green robe is engraved with icons showing clouds and swirling winds. Its original owner, a powerful mage named Proccala, was often revered for both his great benevolence and his intense power when it proved necessary. |
rejuvenating hardened leather armour of the deep (9 def, 9 armour)9.0 T3 light armor [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +9 (+2 eff.) Fatigue +8% Resists +7% acid +7% cold HP.reg +2.20 ---------- misc Stam/turn +1.30 Breathe water A suit of armour made of leather. |
Isyra (21 def, 7 armour)9.0 T4 light armor [Rare] Master While equipped: Stats +3 Str +6 Dex dps ---------- Phys.crit +8.0% Crit.mult +10.00% Apr +13 ----- def ----- Armour +7 Defense +21 (+4 eff.) Fatigue +8% ---------- misc Stam/turn +1.10 Psi/ret +0.16 Max.psi +30.00 See.Invis +12 Second Wind: (Instant) Puts all charms on 28 cooldown Level 5.0 Pwr.cost 28 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 77 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
radiant drakeskin leather armour of Eyal (20 def, 8 armour)9.0 T5 light armor [Ego++] Nature While equipped: Stats +3 Wil ----- def ----- Armour +8 Defense +20 (+4 eff.) Fatigue +8% Resists +22% blight +22% darkness Max.HP +46.00 HP.reg +7.00 Heal.mod +14% ---------- misc Light +1 A suit of armour made of leather. |
Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training Str 38 [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+2 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 40 out of 80/80. Range 10 Travel.spd instantaneous Is a nature gift a mind power Description: Spit a cloud of flames, doing 22.46 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+0 eff.) Fatigue +8% Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 26 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 5 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 109.01 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
5 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. |
9 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
7 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. |
6 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. |
3 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
4 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Item imbue powers: Defense +10 (+2 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+5 eff.) Mind.save +10 (+5 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
173 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. |
Dúathedlen Heart1.0 T4 lite [Unique] Arcane While equipped: Stats +5 Mag dps ---------- Phys.pwr +7 (+3 eff.) Melee+ 20 darkness ----- def ----- Resists +30% light Res.Cap +10% light ---------- misc Light -1000 Infravis +7 Masteries +0.20 Cunning/Stealth +0.20 Cursed/Darkness On Spell Hit: 15% Invoke Darkness 4 The heart seems to absorb light when you deal darkness damage. Standing on unlit tiles, you feel stronger. This dark red heart still beats despite being separated from its owner. It also snuffs out any light source that comes near it. |
Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+4 eff.) Spell.pwr +12 (+6 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 64 out of 150/150. 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 10.67 cold damage and 10.67 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. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
Essence of Bearness3.0 animal misc [Unique] Nature Invoke your inner bearness. Uses 80 power out of 100/100 The very essence of bearness! |
Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 80 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Blood-Runed Athame1.0 misc [Plot Item] An athame, covered in blood runes. It radiates power. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 8 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 162 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 261.12 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 20 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
supercharged dragonbone totem of summon tentacle [power 465] (25 cooldown)2.0 T5 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 7 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 1171 Base Damage: 513 Armor: 25 All Resist: 30 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
Isubeth [power 188] (16 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Mag +1 Wil +6 Cun dps ---------- Melee Ret 4 blight On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 11 ---------- misc Infravis +1 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Voidoozer [power 464] (16 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +12% acid +6% cold Res.pen +5% darkness Melee Ret 2 cold On Hit (Melee): * 20% chance to reduce armor by 21% * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +12% acid Create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
dragonbone wand of shielding 'Xerabremina' [power 446] (16 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: ----- def ----- Defense +10 (+2 eff.) Resists +6% light +18% blight Spell.save +3 (+2 eff.) Poison- +20% Create a shield absorbing up to 446 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 16 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By Rostoo the Cornac Skirmisher level 33
32nd Dusk 123rd year of Ascendancy at 06:55 see stats
Against all odds
Killed Ukruk in the ambush.By Rostoo the Cornac Skirmisher level 32
21st Dusk 123rd year of Ascendancy at 04:04 see stats
Arachnophobia
Destroyed the spydric menace.By Rostoo the Cornac Skirmisher level 36
78th Dusk 123rd year of Ascendancy at 00:30 see stats
Are you out of your mind?!
Caught the attention of overpowered greater multi-hued wyrms in Vor Armoury. Perhaps fleeing is in order.By Rostoo the Cornac Skirmisher level 37
37th Haze 123rd year of Ascendancy at 09:44 see stats
Brave new world
Went to the Far East and took part in the war.By Rostoo the Cornac Skirmisher level 35
75th Dusk 123rd year of Ascendancy at 02:41 see stats
Bringer of Doom
Killed a Bringer of Doom.By Rostoo the Cornac Skirmisher level 14
50th Dusk 122nd year of Ascendancy at 19:18 see stats
Can you bear it? So much bearness!
Killed Borius in the Bearscape.By Rostoo the Cornac Skirmisher level 25
45th Pyre 123rd year of Ascendancy at 22:39 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Rostoo the Cornac Skirmisher level 21
4th Decay 122nd year of Ascendancy at 18:56 see stats
Destroyer of the creation
Killed Slasul.By Rostoo the Cornac Skirmisher level 36
34th Haze 123rd year of Ascendancy at 22:00 see stats
Destroyer's bane
Killed Golbug the Destroyer.By Rostoo the Cornac Skirmisher level 34
55th Dusk 123rd year of Ascendancy at 20:40 see stats
Don't Poosh it!
Killed Kelad in the lost land of Poosh.By Rostoo the Cornac Skirmisher level 24
34th Pyre 123rd year of Ascendancy at 10:33 see stats
Dragon's Greed
Amassed 8000 gold pieces.By Rostoo the Cornac Skirmisher level 38
37th Haze 123rd year of Ascendancy at 17:21 see stats
Exterminator
Killed 1000 creatures.By Rostoo the Cornac Skirmisher level 18
65th Dusk 122nd year of Ascendancy at 18:18 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By Rostoo the Cornac Skirmisher level 28
3rd Summertide 123rd year of Ascendancy at 00:51 see stats
Fear me not!
Survived the Fearscape!By Rostoo the Cornac Skirmisher level 28
8th Flare 123rd year of Ascendancy at 08:50 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Rostoo the Cornac Skirmisher level 27
74th Pyre 123rd year of Ascendancy at 14:50 see stats
Level 10
Got a character to level 10.By Rostoo the Cornac Skirmisher level 10
10th Mirth 122nd year of Ascendancy at 06:57 see stats
Level 20
Got a character to level 20.By Rostoo the Cornac Skirmisher level 20
21st Haze 122nd year of Ascendancy at 21:46 see stats
Level 30
Got a character to level 30.By Rostoo the Cornac Skirmisher level 30
14th Dusk 123rd year of Ascendancy at 09:35 see stats
Level 40
Got a character to level 40.By Rostoo the Cornac Skirmisher level 40
41st Haze 123rd year of Ascendancy at 01:13 see stats
Lucky Girl
Saved Melinda again and invited her to the Fortress to cure her.By Rostoo the Cornac Skirmisher level 27
79th Pyre 123rd year of Ascendancy at 09:21 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By Rostoo the Cornac Skirmisher level 21
54th Haze 122nd year of Ascendancy at 19:16 see stats
Savior of the damsels in distress
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Rostoo the Cornac Skirmisher level 27
49th Pyre 123rd year of Ascendancy at 13:48 see stats
Size is everything
Did over 1500 damage in one attack.By Rostoo the Cornac Skirmisher level 33
54th Dusk 123rd year of Ascendancy at 14:29 see stats
Size matters
Did over 600 damage in one attack.By Rostoo the Cornac Skirmisher level 25
45th Pyre 123rd year of Ascendancy at 06:56 see stats
Sliders
Activated a portal using the Orb of Many Ways.By Rostoo the Cornac Skirmisher level 34
55th Dusk 123rd year of Ascendancy at 22:35 see stats
That was close
Killed your target while having only 1 life left.By Rostoo the Cornac Skirmisher level 28
8th Flare 123rd year of Ascendancy at 08:50 see stats
The Arena
Unlocked Arena mode.By Rostoo the Cornac Skirmisher level 9
4th Mirth 122nd year of Ascendancy at 14:44 see stats
The Right thing to do
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Rostoo the Cornac Skirmisher level 19
71st Dusk 122nd year of Ascendancy at 04:37 see stats
The bigger the better!
Did over 3000 damage in one attack.By Rostoo the Cornac Skirmisher level 33
55th Dusk 123rd year of Ascendancy at 09:18 see stats
The secret city
Discovered the truth about mages.By Rostoo the Cornac Skirmisher level 27
10th Mirth 123rd year of Ascendancy at 22:24 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By Rostoo the Cornac Skirmisher level 19
70th Dusk 122nd year of Ascendancy at 06:14 see stats
Treasure Hoarder
Amassed 3000 gold pieces.By Rostoo the Cornac Skirmisher level 25
46th Pyre 123rd year of Ascendancy at 12:09 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Rostoo the Cornac Skirmisher level 18
62nd Dusk 122nd year of Ascendancy at 06:52 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By Rostoo the Cornac Skirmisher level 32
21st Dusk 123rd year of Ascendancy at 00:16 see stats
Log
Resting starts...
Talent Trained Reactions is ready to use.
Talent Block is ready to use.
Your summoned Lashing Tentacle disappears.
Talent Infusion: Movement is ready to use.
Talent Infusion: Regeneration is ready to use.
Talent Bombardment is ready to use.
Talent Pace Yourself is ready to use.
Talent Counter Shot is ready to use.
Talent Rune: Shielding is ready to use.
Talent Chant of Fortitude is ready to use.
Talent Vitality is ready to use.
Talent Rune: Shatter Afflictions is ready to use.
Rested for 19 turns (stop reason: all resources and life at maximum).
Saving done.
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
Rostoo activates Chant of Fortitude.
Rostoo activates Pace Yourself.
Rostoo activates Counter Shot.
Rostoo activates Bombardment.
Rostoo activates Trained Reactions.
Resting starts...
Rested for 5 turns (stop reason: all resources and life at maximum).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).












































































































