










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Opt-in Adventurers Parties 1.7.0Presents a dialog when you attack or are attacked by an adventurers party or hostile ziguranth patrol on the world map, prompting you to either evade or fight. The behavior of this dialog can be controlled by the "Adventurers party response strategy" options under Game Options in the <Esc> menu, allowing you to specify "always evade" or "never evade" as the default behavior. Also available as part of the ZOmnibus Addon Pack. Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Talent Point Planner 1.7.0The Talent Point Planner allows you to plan how to spend your character's future talent points (hence the name). Bound to the <alt-shift-g> key by default [which can be changed in the usual manner], the planner makes a temporary copy of your character, levels it up to level 50, and opens the level-up dialog for you to set up your point plan. When you're finished, the plan will be saved and displayed as annotations in the regular level-up dialog. Also provides various small improvements and bugfixes for the levelup dialog:
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This 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 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: 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 | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 21 / 86% |
| Size | big |
| Lifes / Deaths | Killed by Isoldabeth the large white snake at level 11 on the 29th Dusk 122nd year of Ascendancy at 12:03 / 2Killed by Ce'Nita the king cobra at level 21 on the 32nd Haze 122nd year of Ascendancy at 17:57 |
Primary Stats
| Strength | 50 (base 47) |
| Dexterity | 10 (base 10) |
| Constitution | 18 (base 10) |
| Magic | 49 (base 39) |
| Willpower | 20 (base 10) |
| Cunning | 19 (base 16) |
Resources
| Life | -23/744 |
| Mana | 150/270 |
| Stamina | 163/215 |
| Positive | 29/110 |
| Healing Factor | 1.3211363549267 |
| Regeneration | 4.2936931535118 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 2 |
Offense: Mainhand
| Damage | 47 |
| Accuracy | 42 |
| Crit Chance | 18% |
| APR | 6 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 25 |
| Crit Chance | 12% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +15% |
| Light | +13% |
| Mind | +15% |
| Nature | +18% |
| Physical | +3% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Fire | +7% |
| Light | +25% |
Defense: Base
| Armour (hardiness) | 50 (60%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 4 |
| Physical Save | 27 |
| Spell Save | 41 |
| Mental Save | 26 |
Defense: Resistances
| Acid | + 27%( 70%) |
| Blight | + 21%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 23%( 70%) |
| All | + 11%( 70%) |
| Lightning | + 27%( 70%) |
| Light | + 53%( 70%) |
| Physical | + 14%( 70%) |
| Mind | + 19%( 70%) |
| Fire | + 32%( 70%) |
| Nature | + 38%( 70%) |
Defense: Immunities
| Stun Resistance | 43% |
| Confusion Resistance | 22% |
| Poison Resistance | 10% |
| Blind Resistance | 25% |
| Silence Resistance | 22% |
| Teleport Resistance | 20% |
| Pinning Resistance | 46% |
| Disarm Resistance | 51% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 95% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 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 270 damage for 3 turns. Its effects scale with your Strength 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 69 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: BlinkUse mode: Activated Range: 6 Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Magic stat. |
Class Talents
| Celestial / Guardian | 1.30 |
| 1/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Technique / Combat veteran | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Combat | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Combat training | 1.00 |
| 0/5 |
| 2/5 |
| 0/5 |
| 4/5 |
| 1/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Chants | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+1 level(s)). | done |
You failed to protect the worried loremaster from death by cold drake. Escort: worried loremaster (level 1 of Daikara) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | active |
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: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' 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 bloated horror heart. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' 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 xorn fragment. * You've found the needed snow giant kidney. * '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.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed red crystal shard. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
| On feet | Growkill the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 43% ----- def ----- Armour +3 Fatigue +2% Resists +6% mind +15% fire Poison- +10% Silence- +22% Confus- +22% Stun/Frz- +33% Def/telep +5 Res/telep +5% Dur/telep +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| 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.(69 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | dwarven-steel helm 'Genne' (0 def, 7 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +5 Wil dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +7 Fatigue +4% Resists +11% blight +9% fire +6% lightning +11% cold Mind.save +10 (+5 eff.) ---------- misc Infravis +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| On hands | hardened leather gloves 'Velivena' (20 def, 11 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% ----- def ----- Armour +11 Defense +20 (+9 eff.) Resists +3% acid Mind.save +8 (+4 eff.) Max.HP +40.00 ---------- misc Max.stam +30.00 Unarmed combat: Power 22.0 - 24.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +5 Apr +3 Crit +3.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | steel ring 'Ivylaith'0.1 T2 ring jewelry [Rare] Master While equipped: Stats +3 Wil ----- def ----- Resists +9% lightning +2% physical +3% cold Max.HP +26.00 Disease- +20% Disarm- +26% Pinning- +25% Stun/Frz- +10% Knockbk- +23% Teleport- +20% Rings make your fingers look great! |
| On fingers | copper ring 'Aeriwe'0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Mag dps ---------- Phys.crit +2.0% Dmg.mod +3% physical Acc +5 (+2 eff.) On Hit (Melee): * 10% chance to reduce armor by 29% ----- def ----- Max.HP +20.00 Disarm- +25% Pinning- +21% Knockbk- +22% ---------- misc Light +2 Rings make your fingers look great! |
| Around neck | Elawen the Arcmark0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +6 Lck dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +7 (+4 eff.) Resists +3% lightning +5% arcane +3% mind Unseen.red 11% Max.HP +60.00 Heal.mod +15% Knockbk- +10% Amulets make your neck look great! |
| In main hand | steel mace 'Zubetha' (14-20 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * Create an explosion dealing 59 fire damage (1/turn) On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+2 eff.) Dmg.mod +7% fire Res.pen +7% fire Apr +3 ----- def ----- Resists +1% physical Die.at -20.00 life Blunt and deadly. |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | icy voratun shield of acid resistance (+15%) (0 def, 10 armour, 70-83 power, 194.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego] Nature/Master When used to Attack: Power 69.5 - 83.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +194 While equipped: dps ---------- Melee+ 22 cold Melee Ret 1 ice ----- def ----- Armour +10 Fatigue +8% Resists +15% acid ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Shineriver (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex dps ---------- Dmg.mod +3% fire +3% light +3% nature Res.pen +25% light ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
Inventory
healing infusion (heal 57; cd 13)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 57 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the psychic (res 22%; physical; dur 2; 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 cure yourself of one random physical effect and reduce all damage taken by 22% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Prismatic Rune (6 turns; blight, cold, physical, lightning)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 blight, 5 cold, 2 physical, 4 lightning Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 11; resist 15%; move 41%; dur 5; cd 19)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 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 15% all resistance, you move 41% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the wizard (absorb 110; 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 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 110 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Dourglory the copper amulet0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun dps ---------- Res.pen +25% blight +25% fire +10% darkness Melee Ret 4 blight ----- def ----- Resists +6% blight +6% darkness Amulets make your neck look great! |
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 9.89 cold and 10.19 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings make your fingers look great! |
arcing steel battleaxe of amnesia (23-34 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego+] Arcane/Psionic Power 23.0 - 34.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) * 25% chance for lightning to strike from the target to a second target dealing 59 damage Massive two-handed battleaxes. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 32 [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 20 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 85.13 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Blastire the iron greatmaul (26-38 power, 1 apr)5.0 T1 greatmaul 2H weapon [Rare] Master Power 25.5 - 38.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +1 Crit +0.5% Atk.spd 100% Melee+ +8 lightning While equipped: dps ---------- Dmg.mod +6% darkness Res.pen +10% lightning +15% fire ----- def ----- Resists +15% lightning +6% fire Massive two-handed mauls. |
Emelavena the steel greatmaul (36-54 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane/Master Power 36.0 - 54.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +7 temporal On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% ----- def ----- Resists +3% fire +9% temporal HP.reg +4.00 Confus- +20% Massive two-handed mauls. |
Polybrenn (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Hit.r1 +10 fire On Crit.r2 +4 arcane On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 While equipped: dps ---------- Res.pen +15% mind ----- def ----- Resists +5% arcane Massive two-handed swords. |
steel greatsword 'Quenchsquall' (24-39 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 24.5 - 39.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 light +8 cold Against +13% Undead On Crit.r2 +16 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +10 (+5 eff.) Resists +5% arcane +6% cold Disarm- +35% Massive two-handed swords. |
steel greatsword of erosion (26-41 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature Power 25.5 - 40.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +13 nature Massive two-handed swords. |
stralite greatsword 'Aerelralle' (48-78 power, 3 apr)3.0 T4 greatsword 2H weapon [Random Unique] Arcane/Master Power 48.5 - 77.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +4.5% Atk.spd 100% Melee+ +16 light Against +24% Undead On Hit.r1 +4 temporal On Hit: * 25% chance for lightning to strike from the target to a second target dealing 59 damage While equipped: Stats +1 Dex dps ---------- Res.pen +9% physical Acc +10 (+4 eff.) Apr +13 On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 5.00% ---------- misc Infravis +3 Massive two-handed swords. |
elemental iron longsword (12-16 power, 2 apr)3.0 T1 longsword 1H weapon [Ego+] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 59 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +5% cold Res.pen +6% cold Sharp, long, and deadly. |
vined mindstar of venom (6-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 6 acid Dmg.mod +6% acid Res.pen +8% acid ----- def ----- Resists +6% acid HP.reg +2.00 ---------- 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. |
Charusher (10-12 power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Mind.crit +2% Crit.mult +16.00% Spell.pwr +3 (+2 eff.) Dmg.mod +10% blight +6% cold Res.pen +15% fire ---------- misc Equi/ret +0.16 Max.hate +8.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Duvaldir (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Rare] Nature 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 +4 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+6 eff.) Mind.pwr +20 (+10 eff.) Dmg.mod +15% lightning +12% mind ----- def ----- Crit.chn- 10.00% HP.reg +0.70 Heal.mod +12% ---------- misc Equi/ret +0.04 Max.hate +6.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of warding (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Arcane/Master 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: dps ---------- Spell.crit +9% Crit.mult +10.00% Spell.pwr +6 (+3 eff.) Dmg.mod +15% cold ----- def ----- Armour +5 Defense +5 (+3 eff.) ---------- misc Wards +2 cold Talents +2 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
focusing woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane/Psionic While equipped: Stats +5 Mag +4 Wil dps ---------- Dmg.mod +7% acid +6% physical +7% fire +6% cold ----- def ----- Resists +11% acid +12% physical +10% fire +10% cold +9% all ---------- misc Mana/turn +0.21 Psi/turn +0.12 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy woollen robe of fire (+16%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature/Disrupt While equipped: dps ---------- Dmg.mod +11% fire On Melee Ret: * 4% chance to slow global speed by 43% * 4 arcane resource burn ----- def ----- Resists +9% all +16% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of darkness (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Arcane While equipped: dps ---------- Dmg.mod +12% darkness ----- def ----- Resists +18% darkness +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Normal] While equipped: ----- def ----- Armour +1 A pair of boots made of leather. |
Glowoblivion the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% acid +3% temporal +9% light Res.pen +10% acid +5% temporal +5% light ----- def ----- Armour +1 Unarmed combat: Power 12.5 - 13.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted hardened leather gloves of magic (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Melee+ 5 blight Dmg.mod +5% arcane +5% blight ----- def ----- Armour +2 Resists +6% blight Unarmed combat: Power 17.5 - 19.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +13 arcane On Crit.r2 +9 arcane +7 blight On Hit: 20% Soul Rot 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
brawler's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: Stats +3 Str +2 Dex +3 Mag +3 Cun dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +2 Fatigue +3% Phys.save +7 (+4 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 22.0 - 30.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +12.0% Atk.spd 83% Melee+ +4 arcane On Crit.r2 +6 arcane On Hit: 10% Set Up 3 Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets 'Cystbore' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 9 darkness Dmg.mod +6% physical +6% darkness +3% nature Res.pen +15% physical Apr +4 ----- def ----- Armour +2 Fatigue +3% Resists +8% darkness Phys.save +9 (+5 eff.) Unarmed combat: Power 20.0 - 28.0 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 83% On Hit: 20% Moonlight Ray 3 On Hit: * 8% chance to reduce damage dealt by 15% Metal gloves protecting the hands up to the middle of the lower arm. |
Fulogas the Oaklady (30 def, 3 armour)2.0 T1 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% arcane Melee Ret 4 nature ----- def ----- Armour +3 Defense +30 (+12 eff.) Fatigue +1% Stun/Frz- +10% ---------- misc Infravis +1 A cap made of leather. |
iron helm 'Blindrot' (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +6% physical Res.pen +5% physical +5% temporal Melee Ret 4 temporal ----- def ----- Armour +3 Fatigue +5% Resists +6% blight +3% physical +3% darkness Mind.save +6 (+3 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
Spinal Cage (5 def, 8 armour)9.0 T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex ----- def ----- Armour +8 Defense +5 (+3 eff.) Fatigue +3% Resists +15% physical Bone Grab: Level 2.0 Pwr.cost 20 out of 30/30. Range 5 Travel.spd instantaneous Is a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 41.32 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
cured leather armour of resilience (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +24.00 A suit of armour made of leather. |
marauder's cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +3 Str +5 Dex ----- def ----- Armour +4 Defense +9 (+5 eff.) Fatigue +7% Phys.save +6 (+3 eff.) A suit of armour made of leather. |
impenetrable steel plate armour of fire resistance (0 def, 19 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Master While equipped: ----- def ----- Armour +19 Fatigue +22% Resists +18% fire A suit of armour made of metal plates. |
exposing steel shield (0 def, 4 armour, 13-16 power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Psionic When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: dps ---------- On Hit (Melee): * 5% chance to reduce all saves and defense by 17 On Melee Ret: * 18% chance to reduce all saves and defense by 17 ----- def ----- Armour +4 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield of fire resistance (+15%) (0 def, 6 armour, 14-16 power, 84.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 13.5 - 16.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +84 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +15% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Layytta' (20 def, 13 armour, 16-19 power, 42 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 16.0 - 19.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 While equipped: dps ---------- Phys.crit +3.0% Acc +30 (+10 eff.) Apr +2 ----- def ----- Armour +13 Defense +20 (+9 eff.) Fatigue +8% Resists +18% fire ---------- misc Max.stam +20.00 Talents +1 Block Handheld deflection devices. |
warded steel shield of shrapnel (0 def, 4 armour, 16-20 power, 42.5 block)7.0 T2 shield armor Reqs Shield usage training [Ego++] Arcane/Master When used to Attack: Power 16.5 - 19.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +42 On Hit: * reduce the cooldown of your ward talent by 1 While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 193 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% ---------- misc Wards +4 lightning +4 temporal +4 darkness +4 fire +4 nature +4 blight +3 cold +4 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
barbed quiver of ash arrows of corruption (18/18, 31-43 power, 7 apr)3.0 T2 arrow ammo Reqs Dex 16 [Ego++] Arcane/Master Power 31.0 - 43.4 Physical Uses 50% Str, 70% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +9.5% Capacity 18 On Hit: 20% Curse of Impotence 2 On Crit: * Wound the target dealing 193 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
69 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. |
3 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Stormdredge the pouch of steel shots (16/16, 20-24 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Rare] Nature Power 20.0 - 24.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 16 On Hit.r1 +8 lightning +12 blight On Crit.r2 +20 lightning +20 fire On Hit: * 20% chance to reduce strength, dexterity, and constitution by 19 * 20% chance to create vines that bind the target to the ground dealing 94 nature damage and pinning them for 3 turns Shots are used with slings to pummel your foes to death. |
acidic pouch of steel shots (14/14, 18-22 power, 2 apr)3.0 T2 shot ammo Reqs Dex 16 [Ego] Arcane Power 18.5 - 22.2 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 14 On Crit: * Splash the target with acid dealing 98 damage over 5 turns and reducing armor and accuracy by 13 Shots are used with slings to pummel your foes to death. |
Healcrack the iron torque of mindblast [power 110] (15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Crit.mult +10.00% Res.pen +25% nature On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Resists +3% nature ---------- misc Psi/ret +0.16 Max.hate +8.00 Blast the opponent's mind dealing 126 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
2 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. |
ash wand of shielding 'Dairuchak' [power 200] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Dex +4 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Crit.chn- 15.00% ---------- misc Infravis +2 Create a shield absorbing up to 200 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 13% 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. |
3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By ograladin the Ogre Sun Paladin level 11
24th Dusk 122nd year of Ascendancy at 19:32 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By ograladin the Ogre Sun Paladin level 10
6th Dusk 122nd year of Ascendancy at 23:12 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By ograladin the Ogre Sun Paladin level 20
28th Haze 122nd year of Ascendancy at 16:49 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By ograladin the Ogre Sun Paladin level 15
64th Dusk 122nd year of Ascendancy at 20:41 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By ograladin the Ogre Sun Paladin level 20
30th Haze 122nd year of Ascendancy at 13:43 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By ograladin the Ogre Sun Paladin level 15
56th Dusk 122nd year of Ascendancy at 21:58 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By ograladin the Ogre Sun Paladin level 11
29th Dusk 122nd year of Ascendancy at 12:03 see stats
Log
Melee retaliation hits Ce'Nita the king cobra for 1 cold, 3 nature, 10 light, 18 nature (32 total damage).
Ce'Nita the king cobra speeds up.
Ce'Nita the king cobra has recovered!
Poison from Ograladin hits Ce'Nita the king cobra for 9 nature damage.
Burning from Ce'Nita the king cobra hits ograladin for (33 blocked), 0 fire (0 total damage).
Bleeding from Ce'Nita the king cobra hits ograladin for (26 blocked), 0 physical (0 total damage).
Poison from Ce'Nita the king cobra hits ograladin for (14 blocked), 0 nature (0 total damage).
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Poison from Ograladin hits Ce'Nita the king cobra for 9 nature damage.
Burning from Ce'Nita the king cobra hits ograladin for (33 absorbed), 0 fire (0 total damage).
Bleeding from Ce'Nita the king cobra hits ograladin for (26 absorbed), 0 physical (0 total damage).
Poison from Ce'Nita the king cobra hits ograladin for (14 absorbed), 0 nature (0 total damage).
--------------------------------
Poison from Ograladin hits Ce'Nita the king cobra for 9 nature damage.
Burning from Ce'Nita the king cobra hits ograladin for (33 absorbed), 0 fire (0 total damage).
Bleeding from Ce'Nita the king cobra hits ograladin for (26 absorbed), 0 physical (0 total damage).
Poison from Ce'Nita the king cobra hits ograladin for (14 absorbed), 0 nature (0 total damage).
Ce'Nita the king cobra uses Block.
--------------------------------
Ce'Nita the king cobra stops being poisoned.
Ce'Nita the king cobra is fully armored again.
Ce'Nita the king cobra uses Emergency Steam Purge.
Your shield crumbles under the damage!
The shield around ograladin crumbles.
Ce'Nita the king cobra hits ograladin for (128 absorbed), 24 fire (24 total damage).
ograladin receives 4 healing from Shield of Light.
ograladin the level 21 ogre sun paladin was scorched to death by Ce'Nita the king cobra on level 4 of The Maze.









































































































