Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Myth's Minimalist UI 1.5.10This addon changes several user interface elements to provide a more open and cleaner overall appearance.
+++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. Somebody shut that dog up 1.0.5Removes certain ambient sound effects: 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:
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:
Verbose Enemies 1.3.1Makes the monsters of Eyal somewhat more talkative...and prone to insulting you. Featuring taunts from Gaslamp Games' roguelike Dungeons of Dredmor! Also now featuring the EXTENSIVE taunt collection from the iconic Dredmor mod, Death By A Thousand Taunts. This mod was created by Deeborm, and is only included with their approval. Three cheers for Deeborm! Relive your dredmor adventures in the world of Eyal. You can also add your own taunts! To do this create a file named verbose_user_defined_taunts.cfg and place it in your settings folder where it can be friends with all the other .cfg files. Inside this file put: All taunts (base Dredmor taunts, Deeborm's extended dredmor taunts, and custom taunts) can be toggled from the in-game settings, in the Misc tab. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Quick Drown NPCs AOE 1.5.10 Better Item Description 1.6.6This 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 Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. 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 Adventure |
Sex | Male |
Race | Ogre |
Class | Demonologist |
Level / Exp | 21 / 85% |
Size | big |
Lifes / Deaths | Killed by quasit at level 3 on the 76th Pyre 122nd year of Ascendancy at 16:26 0 / 7Killed by quasit at level 3 on the 76th Pyre 122nd year of Ascendancy at 18:20 Killed by elven cultist at level 13 on the 30th Haze 122nd year of Ascendancy at 01:11 Killed by Horned Horror at level 17 on the 70th Haze 122nd year of Ascendancy at 07:23 Killed by worm that walks at level 19 on the 9th Decay 122nd year of Ascendancy at 02:10 Killed by Belath the multi-hued crystal at level 19 on the 9th Decay 122nd year of Ascendancy at 11:53 Killed by Walrog at level 21 on the 15th Regrowth 123rd year of Ascendancy at 01:21 |
Primary Stats
Strength | 48 (base 40) |
Dexterity | 21 (base 10) |
Constitution | 33 (base 25) |
Magic | 55 (base 40) |
Willpower | 13 (base 10) |
Cunning | 21 (base 10) |
Resources
Life | -287/836 |
Stamina | 145/178 |
Vim | 0/257 |
Healing Factor | 1.4189294477288 |
Regeneration | 16.944364349876 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Offense: Mainhand
Damage | 81 |
Accuracy | 40 |
Crit Chance | 13% |
APR | 9 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 37 |
Crit Chance | 4% |
Speed | 1 |
Offense: Mind
Mindpower | 17 |
Crit Chance | 4% |
Speed | 1 |
Offense: Damage Bonus
Physical | +3% |
Acid | +23% |
Light | +10% |
Nature | +13% |
Lightning | +3% |
Arcane | +3% |
Mind | +3% |
All | 0% |
Offense: Damage Penetration
Temporal | +15% |
Defense: Base
Armour (hardiness) | 50.551211628464 (73.607947236566%) |
Defense | 16 |
Ranged Defense | 16 |
Fatigue | 25 |
Physical Save | 26 |
Spell Save | 33 |
Mental Save | 11 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 12%( 70%) |
Cold | + 32%( 70%) |
All | + 3%( 70%) |
Lightning | + 9%( 70%) |
Light | + 47%( 70%) |
Temporal | + 15%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 16%( 70%) |
Fire | + 19%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Stun Resistance | 0% |
Bleed Resistance | 40% |
Silence Resistance | 10% |
Instadeath Resistance | 100% |
Knockback Resistance | 40% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 184 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic 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 92 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 335 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 614% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
Corruption / Demonic pact | 1.30 |
| 4/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Corruption / Shadowflame | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Infernal combat | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Doom shield | 1.50 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Shield offense | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Corruption / Black-magic | 1.30 |
| 2/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by Belath the multi-hued crystal. Escort: lost sun paladin (level 3 of Old Forest) | failed |
You successfully escorted the worried loremaster to the recall portal on level 1 of Old Forest. Escort: worried loremaster (level 1 of Old Forest)As a reward you improved Constitution by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of squid ink. * You've found the needed honey tree root. | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | Tempestrage the pair of iron boots (0 def, 3 armour) Tempestrage the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +15% temporal ----- def ----- Armour +3 Fatigue -3% Resists +6% lightning +6% temporal Phys.save +5 (+3 eff.) ---------- misc Max.enc +20 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 Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(56 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | prismatic hardened leather cap of the depths (0 def, 3 armour) prismatic hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +3% Resists +9% cold +12% light +13% darkness ---------- misc Breathe water A cap made of leather. |
On hands | iron gauntlets of magic (+3) (0 def, 1 armour) iron gauntlets of magic (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Arcane While equipped: Stats +3 Mag dps ---------- Dmg.mod +3% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | ash totem of healing [power 194] (26/15 cooldown) ash totem of healing [power 194] (26/15 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 194 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Sparkraider Sparkraider 0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +13% nature +3% lightning Melee Ret 4 acid ----- def ----- Armour +4 Resists +26% nature +6% temporal Max.HP +100.00 ---------- misc Vim/ret +3.00 Rings make your fingers look great! |
On fingers | copper ring 'Halithad' copper ring 'Halithad' 0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +11% acid +3% mind ----- def ----- Armour +6 Resists +22% acid +6% fire +6% cold HP.reg +4.00 Silence- +10% ---------- misc Vim/melee +3.00 Rings make your fingers look great! |
Around neck | copper amulet of healing copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Heal.mod +14% Cut- +40% Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 162 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Tirakai's Maul (44-57 power, 9 apr) Tirakai's Maul (44-57 power, 9 apr) 5.0 T3 greatmaul 2H weapon [Unique] Arcane Power 44.0 - 57.2 Acid Uses 10% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +9 Crit +10.0% Atk.spd 100% On Crit.r2 +36 disarming acid On Hit: 13% Blood Spray 3 While equipped: Stats +3 Str +9 Dex +9 Mag +3 Wil +9 Cun +3 Con dps ---------- Dmg.mod +12% acid Onyx: Acid Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Around waist | Mighty Girdle 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 | Coral Spray (8 def, 8 armour, 18-25 power, 48 block) Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 T1 shield armor [Unique] Nature When used to Attack: Power 18.0 - 25.2 Physical Uses 140% Str Acc+ +2.5% proc dam (max 250%) Crit +2.0% Block +48 Melee+ +10 cold While equipped: dps ---------- On shield block: * 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 Defense +8 (+6 eff.) Fatigue +12% Resists +15% cold +10% fire ---------- misc Max.Air +20.00 Talents +3 Fearscape Shift +1 Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
Cloak | Emelildabeth (1 def, 0 armour) Emelildabeth (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Str +3 Dex +1 Mag +2 Wil dps ---------- Dmg.mod +3% physical ----- def ----- Defense +1 (+1 eff.) Die.at -40.00 life ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | steel plate armour 'Zubiwyn' (0 def, 13 armour) steel plate armour 'Zubiwyn' (0 def, 13 armour) 17.0 T2 massive armor [Rare] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Resists +9% blight +3% mind +3% light Spell.save +3 (+1 eff.) Max.HP +128.00 ---------- misc Light +1 Talents +2 Acidic Bath A suit of armour made of metal plates. |
Inventory
healing infusion (heal 76; cd 15) healing infusion (heal 76; cd 15)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 76 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion (die at -224; dur 5; cd 30) heroism infusion (die at -224; dur 5; cd 30)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 30 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -224 life. The duration and life will increase by 1% for every 1% life you have lost (currently 525 life, 11 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
shatter afflictions rune of the wizard (absorb 114; cd 14) shatter afflictions rune of the wizard (absorb 114; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 114 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. Press to compare to your current inscriptions |
shielding rune of the titan (absorb 185; dur 4; cd 17) shielding rune of the titan (absorb 185; 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 create a protective shield absorbing at most 185 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the titan (range 64; cd 12) teleportation rune of the titan (range 64; cd 12)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 64 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet of mastery (0.15 Technique / Combat training) steel amulet of mastery (0.15 Technique / Combat training)0.1 T2 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.15 Technique/Combat training Amulets make your neck look great! |
psionicist's copper ring psionicist's copper ring0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +4 (+4 eff.) Rings make your fingers look great! |
savior's copper ring of arcana (+0.11/turn) savior's copper ring of arcana (+0.11/turn)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Phys.save +6 (+3 eff.) Spell.save +8 (+4 eff.) Mind.save +7 (+7 eff.) Silence- +21% ---------- misc Mana/turn +0.11 Rings make your fingers look great! |
steel ring steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
Belerewe the Infernobreaker (15-22 power, 1 apr) Belerewe the Infernobreaker (15-22 power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Disrupt Power 15.0 - 22.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Crit.r2 +16 acid While equipped: dps ---------- Crit.mult +5.00% Dmg.mod +6% mind +6% fire ----- def ----- Resists +12% acid +12% lightning +12% cold +12% fire +5% all Spell.save +9 (+4 eff.) Massive two-handed battleaxes. |
Relgodrafang the steel greatsword (27-43 power, 2 apr) Relgodrafang the steel greatsword (27-43 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +4 acid While equipped: Stats +1 Str +3 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +10% physical Acc +20 (+6 eff.) ----- def ----- Armour +4 Resists +6% blight +1% physical Disarm- +20% Massive two-handed swords. |
blue-steel trident of massacre (31-50 power, 8 apr) blue-steel trident of massacre (31-50 power, 8 apr)3.0 T2 trident 2H weapon [Ego] Master Power 31.0 - 49.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +2.0% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking deep-steel trident of evisceration (27-43 power, 10 apr) truestriking deep-steel trident of evisceration (27-43 power, 10 apr)3.0 T3 trident 2H weapon [Ego++] Master Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Res.pen +10% physical Acc +16 (+5 eff.) Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Vilesteel (13-18 power, 2 apr) Vilesteel (13-18 power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Master Power 13.0 - 18.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Acc +6 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 37% ----- def ----- Armour +6 Defense +6 (+5 eff.) Resists +5% arcane Mind.save +3 (+3 eff.) Die.at -60.00 life Disarm- +20% Sharp, long, and deadly. |
Perseverance (31-43 power, 9 apr) Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+8 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Skullcleaver (20-28 power, 4 apr) Skullcleaver (20-28 power, 4 apr)3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
plaguebringer's stralite waraxe (34-47 power, 5 apr) plaguebringer's stralite waraxe (34-47 power, 5 apr)3.0 T4 waraxe 1H weapon [Ego+] Arcane Power 33.5 - 46.9 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 4 On Hit: * 9% chance to reduce strength, dexterity, and constitution by 20 While equipped: ----- def ----- Disease- +11% One-handed war axes. |
keeper's yew longbow of fire keeper's yew longbow of fire4.0 T3 longbow 2H weapon Reqs Dex 24 Shoot [Ego+] Arcane Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 Ranged+ +8 fire While equipped: dps ---------- Dmg.mod +17% fire +17% temporal +15% physical Res.pen +9% physical +12% temporal ---------- misc Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
mighty reinforced leather sling of lightning mighty reinforced leather sling of lightning4.0 T4 sling 1H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +9 lightning While equipped: Stats +1 Str dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +8% lightning Slings are used to hurl stones or metal shots at your foes. |
Wind Worn Shot (25/25, 39-47 power, 15 apr) Wind Worn Shot (25/25, 39-47 power, 15 apr)3.0 T4 shot ammo Reqs Dex 28 [Unique] Nature Power 39.0 - 46.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Capacity 25 Proj.spd +100% On Hit: 10% Tornado 2 On Hit: * 35% chance for lightning to arc to a second target These perfectly white spheres appear to have been worn down by years of exposure to strong winds. |
icy iron shield of lightning resistance (+16%) (0 def, 2 armour, 10-11 power, 24 block) icy iron shield of lightning resistance (+16%) (0 def, 2 armour, 10-11 power, 24 block)7.0 T1 shield armor [Ego] Nature/Master When used to Attack: Power 9.5 - 11.4 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +2.5% Block +24 While equipped: dps ---------- Melee+ 5 cold Melee Ret 3 ice ----- def ----- Armour +2 Fatigue +8% Resists +16% lightning ---------- misc Talents +1 Block Handheld deflection devices. |
Ragyhir the Sparkminister (0 def, 4 armour, 16-19 power, 79 block) Ragyhir the Sparkminister (0 def, 4 armour, 16-19 power, 79 block)7.0 T2 shield armor [Rare] Psionic When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.0% Block +79 On Crit.r2 +8 mind While equipped: dps ---------- Dmg.mod +3% lightning ----- def ----- Armour +4 Fatigue +8% Resists +2% physical +12% mind +9% cold Die.at -60.00 life Knockbk- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
exposing dwarven-steel shield of acid resistance (+17%) (0 def, 6 armour, 32-38 power, 80 block) exposing dwarven-steel shield of acid resistance (+17%) (0 def, 6 armour, 32-38 power, 80 block)7.0 T3 shield armor [Ego] Master/Psionic When used to Attack: Power 31.5 - 37.8 Physical Uses 100% Str Acc+ +2.5% proc dam (max 250%) Crit +3.5% Block +80 While equipped: dps ---------- On Hit (Melee): * 7% chance to reduce all saves and defense by 12 On Melee Ret: * 18% chance to reduce all saves and defense by 12 ----- def ----- Armour +6 Fatigue +8% Resists +17% acid ---------- misc Talents +1 Block Handheld deflection devices. |
rejuvenating dwarven-steel mail armour of clarity (3 def, 8 armour) rejuvenating dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +6% mind Mind.save +10 (+9 eff.) HP.reg +3.90 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
prismatic steel plate armour of lightning resistance (0 def, 9 armour) prismatic steel plate armour of lightning resistance (0 def, 9 armour)17.0 T2 massive armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +16% lightning +11% light +11% darkness A suit of armour made of metal plates. |
rejuvenating dwarven-steel plate armour of clarity (0 def, 11 armour) rejuvenating dwarven-steel plate armour of clarity (0 def, 11 armour)17.0 T3 massive armor [Ego] Nature/Psionic While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +6% mind Mind.save +12 (+10 eff.) HP.reg +3.10 ---------- misc Stam/turn +0.70 A suit of armour made of metal plates. |
Barigas Barigas1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 10 arcane resource burn * 10% chance to reduce armor by 30% ----- def ----- Resists +5% lightning +5% temporal +9% light A belt that goes around your waist. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Airborn Airborn1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +3% lightning +12% temporal On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +7 Resists +26% lightning +10% temporal Spell.save +8 (+4 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Size +1 Create a temporary shield that absorbs 206 damage Puts all charms on 30 cooldown A belt that goes around your waist. |
Xanulenor the Tempestwedge Xanulenor the Tempestwedge1.0 T3 belt armor [Rare] Disrupt While equipped: dps ---------- Dmg.mod +12% acid Res.pen +10% acid Melee Ret 8 lightning ----- def ----- Resists +8% acid +12% lightning +8% blight A belt that goes around your waist. |
Demonsear (1 def, 0 armour) Demonsear (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +1 Mag +1 Con dps ---------- On Hit (Melee): * 10% chance to reduce damage dealt by 10% ----- def ----- Defense +1 (+1 eff.) Crit.dmg- 5.00% ---------- misc Infravis +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arccut' (7 def, 0 armour) linen cloak 'Arccut' (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% lightning +12% acid Res.pen +15% mind +5% acid ----- def ----- Defense +7 (+5 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Glareblight' (1 def, 0 armour) linen cloak 'Glareblight' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Dmg.mod +6% light Acc +4 (+1 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Resists +5% arcane +3% blight ---------- misc Infravis +3 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak (1 def, 0 armour) resilient linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature While equipped: ----- def ----- Defense +1 (+1 eff.) Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Getadas the cashmere cloak (2 def, 0 armour) Getadas the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: Stats +2 Mag +5 Con ----- def ----- Defense +2 (+2 eff.) Resists +14% blight +6% fire +13% nature +5% arcane Crit.dmg- 15.00% HP.reg +4.00 Heal.mod +14% ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gilethad the Foglord (0 def, 3 armour) Gilethad the Foglord (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +3 (+1 eff.) Dmg.mod +12% fire Res.pen +15% darkness +10% mind Apr +6 On Hit (Melee): * 20% chance to reduce all saves and defense by 12 ----- def ----- Armour +3 Resists +12% darkness +6% fire A pair of boots made of leather. |
Gilirab the pair of hardened leather boots (0 def, 3 armour) Gilirab the pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +8 Dex +8 Lck +1 Con dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +15% mind On Hit (Melee): * 20% chance to slow global speed by 37% * 20 arcane resource burn ----- def ----- Armour +3 Resists +1% physical Stealth +7 A pair of boots made of leather. |
Bethyma the hardened leather gloves (0 def, 2 armour) Bethyma the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +3 Dex dps ---------- Crit.mult +5.00% Acc +30 (+10 eff.) Melee Ret 4 acid On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +2 Disease- +20% Silence- +10% Def/telep +5 Res/telep +5% Dur/telep +5% 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. |
storm hardened leather gloves of strength (+3) (0 def, 2 armour) storm hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 7 lightning Dmg.mod +4% lightning ----- def ----- Armour +2 Resists +6% lightning 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. |
Mardukalthogas the Blind's kiss (1 def, 0 armour) Mardukalthogas the Blind's kiss (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature Res.pen +5% light Apr +1 ----- def ----- Defense +1 (+1 eff.) Resists +16% nature Cut- +10% Stun/Frz- +20% A pointy cloth hat, very wizardly... |
Zuborita the rough leather cap (0 def, 1 armour) Zuborita the rough leather cap (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +6 Str +6 Dex +9 Mag dps ---------- S.pwr/crit +2 Res.pen +10% blight Melee Ret 4 arcane ----- def ----- Armour +1 Fatigue +1% Def/telep +10 Res/telep +10% Dur/telep +10% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.4 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
rough leather cap 'Ivida' (0 def, 1 armour) rough leather cap 'Ivida' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +3 Str +2 Wil dps ---------- On Hit (Melee): * 20 arcane resource burn ----- def ----- Armour +1 Fatigue +1% Resists +3% lightning +6% acid Spell.save +3 (+1 eff.) A cap made of leather. |
bladed hardened leather cap (0 def, 3 armour) bladed hardened leather cap (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +3 Fatigue +3% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.4 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A cap made of leather. |
miner's hardened leather cap of dexterity (+4) (0 def, 5 armour) miner's hardened leather cap of dexterity (+4) (0 def, 5 armour)2.0 T3 head armor [Ego] Master While equipped: Stats +4 Dex ----- def ----- Armour +5 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
werebeast's hardened leather cap of constitution (+3) (0 def, 3 armour) werebeast's hardened leather cap of constitution (+3) (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +3 Str +2 Dex +2 Cun +7 Con ----- def ----- Armour +3 Fatigue +3% A cap made of leather. |
iron helm 'Phlegmwreck' (0 def, 3 armour) iron helm 'Phlegmwreck' (0 def, 3 armour)3.0 T1 head armor [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +3% nature +3% cold Res.pen +10% nature Apr +5 Melee Ret 4 cold On Hit (Melee): * 20% chance to slow global speed by 37% ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Chargeblood (6 def, 4 armour) Chargeblood (6 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Cun dps ---------- Dmg.mod +6% lightning +12% fire Res.pen +10% fire Acc +6 (+2 eff.) Melee Ret 8 lightning On Melee Ret: * 14% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +4% Resists +15% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Elereta the Flashzephyr (0 def, 4 armour) Elereta the Flashzephyr (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +8% Dmg.mod +9% mind Melee Ret 2 mind ----- def ----- Armour +4 Fatigue +4% Resists +8% acid +6% fire +16% lightning +8% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Jettickler' (0 def, 4 armour) dwarven-steel helm 'Jettickler' (0 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +4 Str +5 Wil dps ---------- Phys.pwr +7 (+2 eff.) Dmg.mod +24% acid Res.pen +10% darkness On Hit (Melee): * 20% chance to reduce armor by 30% ----- def ----- Armour +4 Fatigue +4% Resists +9% fire +3% darkness +7% physical Phys.save +7 (+4 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm 'Morbuslady' (0 def, 4 armour) dwarven-steel helm 'Morbuslady' (0 def, 4 armour)3.0 T3 head armor [Rare] Master While equipped: Stats +7 Str +6 Dex +2 Wil +2 Cun dps ---------- Melee Ret 6 nature ----- def ----- Armour +4 Fatigue +4% Resists +9% nature ---------- misc See.Invis +12 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 97.4 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
9 ametrine 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. |
8 citrine 8 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. |
9 zircon 9 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. |
4 aquamarine 4 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 opal 10 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
152 alchemist agate 152 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. |
Gominor the Rainpain Gominor the Rainpain2.0 T1 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% cold Res.pen +15% arcane +5% cold Melee Ret 2 cold ----- def ----- Resists +5% arcane Mind.save +6 (+6 eff.) ---------- misc Light +3 See.Stealth +7 See.Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Yvitha Yvitha1.0 T3 lite [Rare] Nature While equipped: Stats +4 Str dps ---------- Acc +5 (+1 eff.) ----- def ----- Resists +1% physical Phys.save +7 (+4 eff.) Heal.mod +18% ---------- misc Stam/turn +2.00 Light +4 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
alchemist's lamp 'Kindlekin' alchemist's lamp 'Kindlekin'1.0 T3 lite [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% light ----- def ----- Resists +9% lightning +9% temporal +5% arcane +9% blight Mind.save +8 (+8 eff.) ---------- misc Light +4 See.Stealth +13 See.Invis +12 A normal brass lantern, enhanced by alchemy to make it brighter. |
Cyrilelrana (dig speed 30 turns) Cyrilelrana (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str +2 Cun dps ---------- Acc +4 (+1 eff.) Melee Ret 4 blight ----- def ----- Defense +5 (+4 eff.) Resists +6% darkness +6% temporal Spell.save +3 (+1 eff.) Pinning- +20% ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 28 turns) miner's iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+4 eff.) ----- def ----- Mind.save +10 (+9 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Asphyxiation (1/1) Rod of Asphyxiation (1/1)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 25 power out of 25/25 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
ash wand of shielding [power 188] (26/20 cooldown) ash wand of shielding [power 188] (26/20 cooldown)2.0 T2 wand charm [Ego] Arcane Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
demon seed [daelach] (19, finger) demon seed [daelach] (19, finger)0.0 T2 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +3.00 Demon status: alive (51% life). The seed of a demon. |
demon seed [dolleg] (25, finger) demon seed [dolleg] (25, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (22, finger) demon seed [dúathedlen] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [fire imp] (22, finger) demon seed [fire imp] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (22, finger) demon seed [onilug] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +1.00 Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [uruivellas] (21, finger) demon seed [uruivellas] (21, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/melee +2.00 Demon status: alive (65% life). The seed of a demon. |
demon seed [wretchling] (22, finger) demon seed [wretchling] (22, finger)0.0 T3 demon seed [Unique] Arcane Attachable to finger When attached: ---------- misc Vim/ret +2.00 Demon status: alive (70% life). The seed of a demon. |
demon seed [quasit] (20, mainhand) demon seed [quasit] (20, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Farstrike Demon status: alive (0% life). The seed of a demon. |
demon seed [water imp] (15, mainhand) demon seed [water imp] (15, mainhand)0.0 T2 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +2 Frost Grab Demon status: alive (0% life). The seed of a demon. |
demon seed [daelach] (24, mainhand) demon seed [daelach] (24, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Doom Tendrils Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (22, mainhand) demon seed [dúathedlen] (22, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrupt Light Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [fire imp] (23, mainhand) demon seed [fire imp] (23, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Flame Bolts Demon status: alive (23% life). The seed of a demon. |
demon seed [onilug] (22, mainhand) demon seed [onilug] (22, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Cursed Arm Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (22, mainhand) demon seed [wretchling] (22, mainhand)0.0 T3 demon seed [Unique] Arcane Attachable to mainhand When attached: ---------- misc Talents +3 Corrosive Slashes Demon status: alive (100% life). The seed of a demon. |
demon seed [dolleg] (22, offhand) demon seed [dolleg] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Pain Affinity Demon status: alive (100% life). The seed of a demon. |
demon seed [dúathedlen] (22, offhand) demon seed [dúathedlen] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Telepathy Humanoid Demon Demon status: alive (4% life). The seed of a demon. |
demon seed [fire imp] (23, offhand) demon seed [fire imp] (23, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +22% blight +22% fire +22% physical Dmg.red +12 blight +12 fire +12 physical Demon status: alive (100% life). The seed of a demon. |
demon seed [onilug] (22, offhand) demon seed [onilug] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Hexed Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [quasit] (22, offhand) demon seed [quasit] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +18% acid +18% physical +18% blight Res.pen +11% acid +11% physical +11% blight Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [thaurhereg] (26, offhand) demon seed [thaurhereg] (26, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Blood Shield Demon status: alive (100% life). The seed of a demon. |
demon seed [water imp] (22, offhand) demon seed [water imp] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: dps ---------- Dmg.mod +18% blight +18% fire +18% darkness Res.pen +11% blight +11% fire +11% darkness Demon status: dead (can not be summoned). The seed of a demon. |
demon seed [wretch titan] (24, offhand) demon seed [wretch titan] (24, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ---------- misc Talents +3 Acid Burst Demon status: alive (100% life). The seed of a demon. |
demon seed [wretchling] (22, offhand) demon seed [wretchling] (22, offhand)0.0 T3 demon seed [Unique] Arcane Attachable to offhand When attached: ----- def ----- Resists +21% acid +21% darkness +21% blight Dmg.red +11 acid +11 darkness +11 blight Demon status: alive (100% life). The seed of a demon. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Bartholomew the Ogre Demonologist level 18
7th Decay 122nd year of Ascendancy at 20:20 see stats
By Bartholomew the Ogre Demonologist level 6
79th Pyre 122nd year of Ascendancy at 08:00 see stats
By Bartholomew the Ogre Demonologist level 10
6th Mirth 122nd year of Ascendancy at 15:45 see stats
By Bartholomew the Ogre Demonologist level 20
10th Decay 122nd year of Ascendancy at 16:16 see stats
By Bartholomew the Ogre Demonologist level 21
10th Allure 123rd year of Ascendancy at 00:56 see stats
By Bartholomew the Ogre Demonologist level 13
30th Haze 122nd year of Ascendancy at 03:01 see stats
By Bartholomew the Ogre Demonologist level 19
7th Decay 122nd year of Ascendancy at 21:26 see stats
By Bartholomew the Ogre Demonologist level 15
53rd Haze 122nd year of Ascendancy at 16:12 see stats
By Bartholomew the Ogre Demonologist level 16
68th Haze 122nd year of Ascendancy at 14:30 see stats
By Bartholomew the Ogre Demonologist level 19
9th Decay 122nd year of Ascendancy at 11:53 see stats
Log
Bartholomew casts Blood Lock.
Bartholomew casts Bind Demon.
LIFE LOST WARNING!
Walrog casts Blastwave.
Daelach is on fire!
Daelach resists the punch!
Bartholomew resists the punch!
Walrog hits Bartholomew for (0 to ice), 100 fire (100 total damage).
Walrog hits Bartholomew's shadow simulacrum for (0 to ice), 100 fire (100 total damage).
Walrog hits Daelach for 75 fire damage.
Daelach resists the wave!
Bartholomew resists the wave!
Walrog's cold repulsion area effect hits Bartholomew for (0 to ice), 46 cold, (0 to ice), 44 physical (90 total damage).
Walrog's cold repulsion area effect hits Daelach for 44 cold, 28 physical (72 total damage).
Bartholomew's acid area effect hits Iceblock for 44 acid, 44 acid, 44 acid (131 total damage).
Daelach uses Disarm.
Walrog is disarmed!
Melee retaliation hits Daelach for 11 light, 11 light (21 total damage).
Daelach hits Walrog for 15 physical, 15 physical (31 total damage).
--------------------------------
Bartholomew hits Iceblock for 42 acid damage.
Melee retaliation hits Iceblock for 3 acid damage.
Burning from Walrog hits Daelach for 21 fire damage.
Walrog casts Frozen Ground.
Walrog's spell attains critical power!
Daelach is frozen to the ground!
Walrog hits Bartholomew for (0 to ice), 390 cold (390 total damage).
Walrog hits Daelach for 381 cold damage.
Bartholomew the level 21 ogre demonologist was frozen to death by Walrog on level 2 of Lake of Nur.