












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! 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! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Female |
| Race | Skeleton |
| Class | Archer |
| Level / Exp | 29 / 99% |
| Size | medium |
| Lifes / Deaths | Killed by Saularu the wretchling at level 26 on the 76th Haze 122nd year of Ascendancy at 05:44 / 2Killed by worm that walks at level 29 on the 33rd Regrowth 123rd year of Ascendancy at 11:52 |
Primary Stats
| Strength | 97 (base 54) |
| Dexterity | 117 (base 60) |
| Constitution | 19 (base 10) |
| Magic | 10 (base 10) |
| Willpower | 16 (base 10) |
| Cunning | 24 (base 12) |
Resources
| Life | -272/723 |
| Stamina | 123/259 |
| Healing Factor | 1.4791723257556 |
| Regeneration | 28.917818968522 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 172 |
| Accuracy | 77 |
| Crit Chance | 16% |
| APR | 14 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 10 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Mind
| Mindpower | 20 |
| Crit Chance | 11% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +9% |
| Light | +13% |
| Temporal | +6% |
| Blight | +6% |
| Cold | +9% |
| All | 0% |
Offense: Damage Penetration
| Darkness | +25% |
| Physical | +5% |
| Lightning | +35% |
Defense: Base
| Armour (hardiness) | 18 (69.687909656376%) |
| Defense | 69 |
| Ranged Defense | 69 |
| Fatigue | 0 |
| Physical Save | 45 |
| Spell Save | 9 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 16%( 70%) |
| Blight | + 23%( 70%) |
| Arcane | + 14%( 70%) |
| Cold | + 54%( 70%) |
| All | + 4%( 70%) |
| Lightning | + 45%( 70%) |
| Light | + 29%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 6%( 70%) |
| Darkness | + 35%( 70%) |
| Fire | + 44%( 70%) |
| Mind | + 10%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
| Bleed Resistance | 100% |
| Confusion Resistance | 20% |
| Fear Resistance | 100% |
| Knockback Resistance | 30% |
| Poison Resistance | 100% |
| Blind Resistance | 20% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 lightning, 4 temporal, 4 blight, 5 nature, 4 physical |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 45 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 Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 39 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 Willpower stat. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Sniper | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Archery prowess | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 2/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Reflexes | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Marksmanship | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Technique / Combat training | 1.30 |
| 1/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Dreadfell. Escort: lost warrior (level 2 of Dreadfell)As a reward you improved Strength by +5. | done |
You failed to protect the lost warrior from death by Xhuorau the wretchling. Escort: lost warrior (level 5 of Dreadfell) | failed |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)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 Shardskin. * You have explored the Maze and vanquished the Minotaur. * 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 |
After rescuing Melinda from Kryl-Feijan and the cultists you met her again in Last Hope. Melinda, lucky girl | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 296. | 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 |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed pouch of faeros ash. * You've found the needed hummerhorn wing. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed vial of wight ectoplasm. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed pouch of luminous horror dust. * You've found the needed naga tongue. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed vampire lord fang. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. | 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! | active |
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 |
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 have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
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 | pair of hardened leather boots 'Hettidil' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Cun +1 Wil ----- def ----- Armour +3 Resists +6% mind +9% fire +5% arcane +8% cold Crit.dmg- 15.00% Mind.save +12 (+6 eff.) A pair of boots made of leather. |
| Quiver | Fogresolve (18/18, 46-64 power, 14 apr)3.0 T4 arrow ammo [Rare] Arcane Power 45.5 - 63.7 Physical Uses 70% Dex, 50% Str Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +2.5% Capacity 18 Rld cld 1 Ranged+ +12 darkness +20 blight +20 fire +20 arcane On Hit.r1 +20 darkness On Hit: * 20% chance to reduce damage dealt by 12% Arrows are used with bows to pierce your foes to death. |
| Light source | preserving alchemist's lamp1.0 T3 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +8% blight HP.reg +4.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Cyruyawen the Lightningwasp (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +6 Dex dps ---------- Crit.mult +10.00% Dmg.mod +9% lightning Melee Ret 6 lightning ----- def ----- Armour +3 Fatigue +3% Resists +17% darkness +6% lightning ---------- misc Max.vim +10.00 Infravis +2 A cap made of leather. |
| Tool | dwarven-steel torque of clear mind 'Mylahek' [power 3] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% physical ----- def ----- Resists +18% fire +5% arcane +2% physical Crit.dmg- 5.00% Heal.mod +15% Confus- +20% Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
| On fingers | steel ring 'Frigidoozer'0.1 T2 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +13% light ----- def ----- Resists +26% light +12% cold Phys.save +18 (+6 eff.) Die.at -40.00 life HP.reg +4.00 Silence- +20% Knockbk- +10% Rings make your fingers look great! |
| On fingers | Betegathra the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +2 Str ----- def ----- Resists +12% acid +3% darkness +12% blight +15% fire +14% cold +16% lightning Blind- +20% ---------- misc Max.stam +30.00 Rings make your fingers look great! |
| Around waist | Zerakath the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Phys.crit +6.0% Mind.crit +6% ----- def ----- Resists +9% lightning Crit.dmg- 10.00% Phys.save +9 (+3 eff.) Die.at -60.00 life Disease- +10% Knockbk- +20% A belt that goes around your waist. |
| In main hand | Zubana the Chargehash4.0 T3 longbow 2H weapon [Rare] Master Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +20 lightning On Crit.r2 +16 lightning While equipped: Stats +6 Dex dps ---------- Dmg.mod +9% cold Res.pen +15% lightning ----- def ----- Resists +12% lightning +18% cold +6% darkness Longbows are used to shoot arrows at your foes. |
| On hands | Durydil (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +8 Str +1 Dex +2 Con dps ---------- Phys.pwr +17 (+4 eff.) Melee+ 7 temporal Ranged+ 7 temporal Dmg.mod +6% temporal Acc +10 (+2 eff.) ----- def ----- Armour +2 Resists +5% temporal 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 | Dagalachik (9 def, 10 armour)9.0 T3 light armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +10 Defense +9 (+2 eff.) Fatigue +8% Crit.dmg- 10.00% Mind.save +16 (+8 eff.) Max.HP +76.00 HP.reg +9.30 Heal.mod +25% Disease- +15% ---------- misc Max.stam +30.00 A suit of armour made of leather. It was changed by the digestive sack. |
| Cloak | Yviwyn the cashmere cloak (17 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con dps ---------- Phys.crit +3.0% Dmg.mod +6% blight Acc +5 (+1 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 6 ----- def ----- Defense +17 (+4 eff.) Phys.save +8 (+2 eff.) Max.HP +61.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Xerema the Murkstoker0.1 T2 amulet jewelry [Rare] Master While equipped: Stats +4 Dex +3 Cun +3 Con dps ---------- Mov.spd +10% Res.pen +25% darkness +20% lightning Melee Ret 2 fire On Hit (Melee): * 10% chance to reduce damage dealt by 12% ----- def ----- Fatigue -6% Resists +6% darkness HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
regeneration infusion (heal 175; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 175 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 310; 12 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 310 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Blood of Life0.4 potion [Unique] Nature Quaff the Blood of Life to grant an extra life. This vial of blood was drawn from an ancient race in the Age of Haze. Some of the power and vitality of those early days of the world still flows through it. "Drink me, mortal," the red liquid seems to whisper in your thoughts. "I will bring you light beyond darkness. Those who taste my essence fear not the death of flesh. Drink me, mortal, if you value your life..." |
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. |
acid wave rune of the warrior (damage 244; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 244.40 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the duelist (power 30; resist 38%; move 39%; dur 5; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 38% all resistance, you move 39% faster, and you are invisible (power 30). Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune of the warrior (power 23; resist 37%; move 49%; dur 5; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 37% all resistance, you move 49% faster, and you are invisible (power 23). Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune (threshold 12; blocks 2; dur 4; cd 13)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 12 up to 2 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the psychic (threshold 0; blocks 2; dur 4; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 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 0 up to 2 times. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 155 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
restful gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature/Master While equipped: Stats +4 Con ----- def ----- Fatigue -7% HP.reg +3.00 Amulets make your neck look great! |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
gladiator's gold ring of lightning (+24%)0.1 T3 ring jewelry [Ego+] Nature/Master While equipped: Stats +6 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Dmg.mod +12% lightning ----- def ----- Resists +24% lightning Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
savior's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +11 (+3 eff.) Spell.save +9 (+9 eff.) Mind.save +8 (+4 eff.) Blind- +27% ---------- misc Infravis +4 See.Stealth +12 See.Invis +9 Rings make your fingers look great! |
dwarven-steel greatmaul 'Chilltouch' (40-60 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Arcane Power 40.0 - 60.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +14 cold While equipped: dps ---------- Dmg.mod +6% cold ----- def ----- Defense +15 (+4 eff.) Resists +15% blight +6% cold Crit.dmg- 10.00% Blind- +20% Poison- +20% Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed mauls. |
truestriking dwarven-steel greatmaul of massacre (46-70 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 46.5 - 69.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +14 (+3 eff.) Apr +16 Massive two-handed mauls. |
stormbringer's yew longbow4.0 T3 longbow 2H weapon [Ego+] Nature Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 On Crit.r2 +33 lightning +8 cold While equipped: dps ---------- Mov.spd +45% Res.pen +17% lightning +15% cold Longbows are used to shoot arrows at your foes. |
acidic stralite mace of shearing (36-51 power, 5 apr)3.0 T4 mace 1H weapon [Ego+] Arcane/Master Power 36.5 - 51.1 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +5 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: dps ---------- Res.pen +9% all Acc +16 (+3 eff.) Apr +13 Blunt and deadly. |
pulsing mindstar of sand (13-14 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature Power 13.0 - 14.3 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 13 physical Dmg.mod +9% physical Res.pen +8% physical ----- def ----- Resists +7% physical ---------- 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. |
resonating pulsing mindstar of venom (12-14 power, 32 apr, mind damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego++] Nature/Psionic Power 12.5 - 13.8 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Melee+ 10 acid Dmg.mod +3% mind +12% acid Res.pen +6% mind +6% acid ----- def ----- Resists +5% mind +6% acid Dmg.Resnn +13% HP.reg +1.00 ---------- misc Psi/ret +1.30 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. |
Belylratha the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +1 Con dps ---------- Spell.crit +2% Crit.mult +5.00% Spell.pwr +6 (+6 eff.) Dmg.mod +15% cold Res.pen +15% physical Acc +10 (+2 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce armor by 15% ----- def ----- Armour +6 Hardiness +5% Defense +25 (+6 eff.) Phys.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel yew vilestaff of greater warding (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane/Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +10% Crit.mult +10.00% Spell.pwr +9 (+9 eff.) Dmg.mod +20% blight ----- def ----- Armour +7 Defense +7 (+2 eff.) ---------- misc Wards +3 blight Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding yew starstaff of channeling (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego++] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +3% Spell.pwr +29 (+19 eff.) Dmg.mod +20% darkness ----- def ----- HP.reg +0.90 Heal.mod +12% ---------- misc Mana/turn +0.25 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
yew magestaff (20-24 power, 4 apr, cold element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff (20-24 power, 4 apr, temporal element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+9 eff.) Dmg.mod +20% temporal ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Nimbuswreath (18-24 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Master Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +16 lightning On Hit.r1 +12 fire While equipped: Stats +7 Str dps ---------- Res.pen +20% lightning Acc +11 (+2 eff.) ----- def ----- Defense +8 (+2 eff.) Resists +12% lightning +6% fire Crit.dmg- 15.00% Disarm- +28% ---------- misc Light +3 One-handed war axes. |
chilling dwarven-steel waraxe of daylight (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +6 light +6 cold Against +13% Undead One-handed war axes. |
chilling dwarven-steel waraxe of evisceration (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Master Power 20.0 - 28.0 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +10 cold On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +8 (+2 eff.) One-handed war axes. |
stormbringer's dwarven-steel waraxe of daylight (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Arcane/Nature Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 light Against +11% Undead On Crit.r2 +14 lightning +9 cold While equipped: dps ---------- Mov.spd +24% Res.pen +12% lightning +5% cold One-handed war axes. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Wanderer's Rest (4 def, 0 armour)0.0 T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex dps ---------- Mov.spd +10% ----- def ----- Defense +4 (+1 eff.) Fatigue -10% Resists +5% physical Pinning- +100% ---------- misc Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Level 3.0 Pwr.cost 20 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Normal] While equipped: ----- def ----- Defense +2 (+0 eff.) A pointy cloth hat, very wizardly... |
prismatic dwarven-steel helm of absorption (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +4 Fatigue +4% Resists +10% light +13% darkness ---------- misc Stam/ret +1.60 Equi/ret +1.60 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
stabilizing cashmere wizard hat of nature (+22%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +15% nature ----- def ----- Defense +2 (+0 eff.) Resists +22% nature Phys.save +8 (+2 eff.) A pointy cloth hat, very wizardly... |
warlord's dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +4 Str +5 Wil +4 Con dps ---------- Phys.pwr +10 (+2 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +6% physical Phys.save +8 (+2 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel mail armour of implacability (3 def, 14 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: ----- def ----- Armour +14 Defense +3 (+1 eff.) Fatigue +5% Resists +13% nature +16% blight Phys.save +5 (+1 eff.) A suit of armour made of mail. |
searing stralite mail armour (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 11 fire Melee Ret 12 acid 9 fire ----- def ----- Armour +8 Defense +4 (+1 eff.) Fatigue +12% Resists +17% acid +10% fire A suit of armour made of mail. |
Death's Embrace (18 def, 18 armour)9.0 T5 light armor [Unique] Arcane While equipped: Stats +5 Dex +5 Cun +5 Mag dps ---------- Crit.mult +20.00% Spell.pwr +10 (+10 eff.) Dmg.mod +20% darkness +20% cold Melee Ret 15 darkness 15 cold ----- def ----- Armour +18 Hardiness +15% Defense +18 (+4 eff.) Resists +30% temporal +30% darkness +30% cold Stealth +10 ---------- misc Masteries +0.10 Spell/Phantasm +0.10 Spell/Dreadmaster +0.10 Cunning/Stealth Turn yourself invisible (power 16, based on Cunning and Magic) for 10 turns. Uses 50 power out of 50/50 This deep black leather armor, wrapped with thick silk, is icy cold to the touch. |
enlightening hardened leather armour of stability (9 def, 6 armour)9.0 T3 light armor [Ego+] Master/Psionic While equipped: Stats +4 Cun +5 Wil ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +7% physical Phys.save +15 (+5 eff.) Mind.save +16 (+8 eff.) A suit of armour made of leather. |
nimble reinforced leather armour of lightning resistance (14 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +6 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +14 (+3 eff.) Fatigue +8% Resists +23% lightning A suit of armour made of leather. |
prismatic reinforced leather armour of acid resistance (12 def, 7 armour)9.0 T4 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +8% Resists +20% acid +17% light +11% darkness A suit of armour made of leather. |
dwarven-steel shield (0 def, 6 armour, 73 block)7.0 T3 shield armor Reqs Shield usage training [Normal] Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's dwarven-steel shield of acid resistance (+18%) (0 def, 6 armour, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +4 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Resists +18% acid ---------- misc Talents +1 Block Handheld deflection devices. |
swashbuckler's stralite shield of winter (0 def, 8 armour, 131.5 block)7.0 T4 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: Stats +5 Str +5 Dex +3 Wil dps ---------- Acc +7 (+1 eff.) On shield block: * Deals 58 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% Resists +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
barbed quiver of elven-wood arrows (20/20, 56-79 power, 14 apr)3.0 T4 arrow ammo [Ego+] Master Power 56.5 - 79.1 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 20 On Crit: * Wound the target dealing 254 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
plaguebringer's quiver of elven-wood arrows of accuracy (23/23, 42-59 power, 14 apr)3.0 T4 arrow ammo [Ego+] Arcane/Master Power 42.5 - 59.5 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Acc +21 Apr +14 Crit +2.5% Capacity 23 Ranged+ +20 blight On Hit: 20% Epidemic 4 On Hit: * 15% chance to reduce strength, dexterity, and constitution by 6 Arrows are used with bows to pierce your foes to death. |
quiver of yew arrows of crippling (21/21, 37-52 power, 10 apr)3.0 T3 arrow ammo [Ego+] Master Power 37.0 - 51.8 Physical Uses 50% Str, 70% Dex Mastery Master Marksman Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +13.0% Capacity 21 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
149 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. |
4 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. |
7 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
2 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. |
2 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. |
12 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
3 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 320.00 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
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. |
Bizzare Contraption2.0 T2 tool misc [Unique] While equipped: Stats +8 Cun dps ---------- Dmg.mod +15% lightning ----- def ----- Resists +15% lightning Phys.save +18 (+6 eff.) This strange device appears to be entirely mechanical in nature, but you cannot understand how any of the components are supposed to work. There does appear to be some sort of metallic grid in its side which sometimes emits strange noises. |
Duruhir the ash totem of healing [power 206] (15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +35.00% S.pwr/crit +10 Res.pen +10% mind ---------- misc Equi/ret +0.12 Psi/ret +0.04 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to gain a 19% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
piercing yew totem of summon tentacle [power 245] (25 cooldown)2.0 T3 totem charm [Ego+] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 575 Base Damage: 254 Armor: 8 All Resist: 11 Puts all charms on 25 cooldown 100% to increase all damage penetration by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
11 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. |
focusing elven-wood wand of shielding [power 404] (20 cooldown)2.0 T4 wand charm [Ego+] Arcane Create a shield absorbing up to 404 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 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. |
4 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. |
2 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. |
9 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. |
7 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Earth Master (Nightmare (Roguelike) difficulty)
Killed Harkor'Zun.By Bethith the Skeleton Archer level 27
2nd Decay 122nd year of Ascendancy at 21:09 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Bethith the Skeleton Archer level 18
39th Dusk 122nd year of Ascendancy at 12:16 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Bethith the Skeleton Archer level 27
3rd Decay 122nd year of Ascendancy at 22:20 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Bethith the Skeleton Archer level 20
44th Dusk 122nd year of Ascendancy at 08:25 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Bethith the Skeleton Archer level 10
2nd Summertide 122nd year of Ascendancy at 04:11 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Bethith the Skeleton Archer level 20
43rd Dusk 122nd year of Ascendancy at 04:01 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Bethith the Skeleton Archer level 21
3rd Haze 122nd year of Ascendancy at 10:05 see stats
Savior of the damsels in distress (Nightmare (Roguelike) difficulty)
Saved Melinda from her terrible fate in the Crypt of Kryl-Feijan.By Bethith the Skeleton Archer level 26
77th Haze 122nd year of Ascendancy at 12:25 see stats
Size is everything (Nightmare (Roguelike) difficulty)
Did over 1500 damage in one attack.By Bethith the Skeleton Archer level 25
70th Haze 122nd year of Ascendancy at 11:15 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Bethith the Skeleton Archer level 20
43rd Dusk 122nd year of Ascendancy at 13:18 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Bethith the Skeleton Archer level 25
75th Haze 122nd year of Ascendancy at 10:14 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Bethith the Skeleton Archer level 7
7th Mirth 122nd year of Ascendancy at 20:01 see stats
The Restless Dead (Nightmare (Roguelike) difficulty)
Disturbed an old battlefield and survived the consequences.By Bethith the Skeleton Archer level 28
9th Regrowth 123rd year of Ascendancy at 19:24 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Bethith the Skeleton Archer level 23
61st Haze 122nd year of Ascendancy at 15:53 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Bethith the Skeleton Archer level 7
4th Mirth 122nd year of Ascendancy at 19:45 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Bethith the Skeleton Archer level 23
61st Haze 122nd year of Ascendancy at 10:08 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Bethith the Skeleton Archer level 23
61st Haze 122nd year of Ascendancy at 02:34 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Bethith the Skeleton Archer level 15
24th Dusk 122nd year of Ascendancy at 16:18 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Bethith the Skeleton Archer level 26
76th Haze 122nd year of Ascendancy at 05:44 see stats
Log
Worm that walks misses Bethith.
Worm that walks HEALS from blight damage!
Carrion worm mass's wormblight area effect hits Wretchling for 4 blight damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling's acid area effect hits Bethith for (30 absorbed), 0 acid (0 total damage).
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Bethith's Intuitive Shots hits Worm that walks for 42 physical, 19 lightning, 6 temporal, 10 darkness, 0 blight, 12 healing, 25 fire, 18 arcane, 17 darkness (138 total damage) [12 healing].
Talent Vital Shot is ready to use.
Worm Rot from Worm that walks hits Bethith for (48 absorbed), 0 blight, (44 absorbed), 0 acid (0 total damage).
Epidemic from Worm that walks hits Bethith for (64 absorbed), 0 blight (0 total damage).
Bethith shoots!
A carrion worm mass has spawned from worm that walks' wounds!
Bethith's Shoot hits Worm that walks for 196 physical damage.
Bethith's Shoot killed Worm that walks!
Wretchling's acid area effect hits Bethith for (30 absorbed), 0 acid (0 total damage).
Your shield crumbles under the damage!
The shield around Bethith crumbles.
Talent Disengage is ready to use.
Worm Rot from Worm that walks hits Bethith for (48 absorbed), 0 blight, (9 absorbed), 35 acid (35 total damage).
Epidemic from Worm that walks hits Bethith for 64 blight damage.
Wretchling's acid area effect hits Wretchling for 0 acid damage.
Wretchling has shook off the effects of their corrosion.
Bethith activates Concealment.
Bethith casts Rune: Shatter Afflictions.
A carrion worm mass bursts out of Bethith!
Bethith is free from the worm rot.
A shield forms around Bethith.



















































































































