









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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: 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 | Ghoul |
| Class | Sun Paladin |
| Level / Exp | 24 / 7% |
| Size | big |
| Lifes / Deaths | Killed by SAD AND THICC at level 24 on the 6th Haze 122nd year of Ascendancy at 13:27 / 1 |
Primary Stats
| Strength | 49 (base 15) |
| Dexterity | 22 (base 10) |
| Constitution | 65 (base 40) |
| Magic | 67 (base 53) |
| Willpower | 19 (base 10) |
| Cunning | 24 (base 10) |
Resources
| Life | -209/983 |
| Positive | 12/119 |
| Stamina | 216/216 |
| Healing Factor | 1.4641355335885 |
| Regeneration | 9.1508470849281 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +80% |
Vision
| Sight | 10 |
| Lite | 6 |
| Infravision | 5 |
Offense: Mainhand
| Damage | 45 |
| Accuracy | 38 |
| Crit Chance | 8% |
| APR | 8 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 45 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +7% |
| Arcane | +11% |
| Mind | +9% |
| All | 0% |
| Darkness | +26% |
| Light | +16% |
| Temporal | +9% |
| Physical | +7% |
| Fire | +23% |
| Cold | +13% |
Offense: Damage Penetration
| Nature | +10% |
| Lightning | +10% |
| Mind | +10% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 24 (30%) |
| Defense | 27 |
| Ranged Defense | 27 |
| Fatigue | 4 |
| Physical Save | 29 |
| Spell Save | 32 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 25%( 70%) |
| Blight | + 24%( 70%) |
| Arcane | + 18%( 70%) |
| Cold | + 26%( 70%) |
| All | + 15%( 70%) |
| Lightning | + 17%( 70%) |
| Light | + 45%( 70%) |
| Physical | + 24%( 70%) |
| Mind | + 22%( 70%) |
| Darkness | + 27%( 70%) |
| Fire | + 35%( 70%) |
| Nature | + 28%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Bleed Resistance | 100% |
| Instadeath Resistance | 100% |
| Fear Resistance | 100% |
| Stun Resistance | 50% |
| Poison Resistance | 91% |
| Blind Resistance | 25% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 435 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 118 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. |
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 0/5 |
| Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Celestial / Radiance | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Undead / Ghoul | 1.10 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Spell / Staff combat | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 2/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lone alchemist to the recall portal on level 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the 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. * 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 the fox. He has given you some notes on the ingredients: * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed bloated horror heart. * You've found the needed xorn fragment. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * '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.' * You've found the needed chunk of ghoul flesh. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * You've found the needed length of troll intestine. * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within8 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
| On feet | Muckpassion the pair of rough leather boots (0 def, 9 armour)2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +9 Resists +3% mind +3% nature Spell.save +3 (+1 eff.) Die.at -80.00 life Max.HP +20.00 ---------- misc Infravis +2 A pair of boots made of leather. |
| Light source | Getugas the Scabransom1.0 T3 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Res.pen +10% mind Melee Ret 10 nature ----- def ----- Max.HP +49.00 ---------- misc Light +6 Infravis +3 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | Beloyada the Purelace (0 def, 3 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +10 Str +9 Dex +3 Cun +3 Con dps ---------- Phys.pwr +4 (+1 eff.) Dmg.mod +12% fire Res.pen +10% nature Apr +5 ----- def ----- Armour +3 Fatigue +3% Resists +6% nature 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 164.7 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. |
| On hands | Aryta the Chillstrike (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Master While equipped: Stats +4 Str +2 Dex +4 Mag +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) Spell.pwr +7 (+3 eff.) Melee+ 8 arcane Dmg.mod +3% arcane +3% cold Acc +13 (+4 eff.) Melee Ret 6 mind ----- def ----- Armour +2 Resists +4% arcane +6% mind Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Lightningbraid the yew wand of conjuration [power 250] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +10% lightning ----- def ----- Defense +20 (+10 eff.) Spell.save +6 (+3 eff.) Mind.save +18 (+8 eff.) Disease- +20% Pinning- +20% Fire a magical bolt dealing 282 cold damage Puts all charms on 15 cooldown 100% to heal for 46. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+6 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
| On fingers | treant's copper ring of life0.1 T1 ring jewelry [Ego++] Nature While equipped: ----- def ----- Resists +6% nature +5% blight Max.HP +41.00 HP.reg +6.00 Heal.mod +11% Poison- +11% Disease- +25% Rings make your fingers look great! It was changed by the digestive sack. |
| Around neck | copper amulet 'Rimeraptor'0.1 T1 amulet jewelry [Rare] Arcane While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +6% fire +3% cold +5% darkness +5% light Melee Ret 2 cold On Melee Ret: * 6% chance to blind * 6% chance to reduce damage dealt by 13% ----- def ----- Resists +12% fire Amulets make your neck look great! |
| In main hand | Ebonyripper the steel waraxe (10-14 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Psionic Power 10.0 - 14.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 mind On Hit: * 13% chance to reduce all saves and defense by 15 * 25% chance for lightning to strike from the target to a second target dealing 78 damage On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: Stats +3 Cun +2 Wil dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +3% darkness One-handed war axes. |
| Around waist | rough leather belt 'Tulygorn'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Cun +4 Mag dps ---------- Phys.pwr +3 (+1 eff.) On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 5.00% Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
| In off hand | voratun shield of the stars (0 def, 10 armour, 68-82 power, 203.5 block)7.0 T5 shield armor Reqs Shield usage training [Ego+] Arcane When used to Attack: Power 68.0 - 81.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +5.0% Block +204 Melee+ +11 light +10 darkness While equipped: Stats +3 Cun +3 Mag dps ---------- Dmg.mod +11% light +11% darkness ----- def ----- Armour +10 Fatigue +8% Resists +12% light +11% darkness ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Mayama (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind On Hit (Melee): * 10% chance to slow global speed by 40% ----- def ----- Defense +1 (+1 eff.) Resists +6% blight +6% light +3% lightning Max.HP +31.00 ---------- misc Psi/ret +0.04 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | timebroken woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Spell.crit +3% Spell.pwr +3 (+1 eff.) Dmg.mod +7% acid +9% temporal +5% fire +7% cold +8% arcane +7% physical ----- def ----- Resists +12% acid +11% physical +12% fire +13% cold +9% all ---------- misc Max.mana +17.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
shielding rune of the wizard (absorb 392; dur 6; 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 create a protective shield absorbing at most 392 damage for 6 turns. 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. |
shielding rune of the wizard (absorb 395; dur 5; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 395 damage for 5 turns. 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. |
serendipitous steel amulet0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck dps ---------- Acc +5 (+2 eff.) ----- def ----- Defense +5 (+3 eff.) Unseen.red 13% Amulets make your neck look great! |
Dawnkill0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex +1 Wil dps ---------- Dmg.mod +6% mind Res.pen +5% mind Acc +6 (+2 eff.) ----- def ----- Resists +3% mind +9% light ---------- misc Infravis +1 See.Invis +9 Rings make your fingers look great! |
marksman's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- HP.reg +1.00 Stun/Frz- +20% Rings make your fingers look great! |
ash magestaff of illumination (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] 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: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Defense +5 (+3 eff.) ---------- misc Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 82.30 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Huredir the Fogprophet (20-24 power, 4 apr, acid element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+3 eff.) Dmg.mod +20% acid +12% darkness Res.pen +10% acid ----- def ----- Armour +5 Hardiness +4% Resists +9% darkness Phys.save +4 (+2 eff.) ---------- misc Max.P.En +5.00 Max.N.En +5.00 Talents +1 Command Staff On Spell Hit: 10% Curse of Impotence 2 Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel battleaxe 'Splendourworm' (44-65 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 43.5 - 65.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +8 light On Hit: * 20% chance to gain 10% of a turn (3/turn limit) * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: Stats +10 Con +12 Wil dps ---------- Dmg.mod +3% light ----- def ----- Max.HP +27.00 ---------- misc Light +2 Massive two-handed battleaxes. |
chilling steel greatmaul of rage (24-37 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego+] Arcane/Master Power 24.5 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +12 cold While equipped: Stats +5 Str dps ---------- Dmg.mod +10% physical Acc +13 (+4 eff.) Massive two-handed mauls. |
Aerymina the Quenchstar (26-42 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Psionic Power 26.0 - 41.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit.r1 +10 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 While equipped: dps ---------- Dmg.mod +9% cold Res.pen +5% cold ----- def ----- Resists +3% mind Massive two-handed swords. |
elemental iron longsword of shearing (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Ego++] Arcane/Master Power 10.5 - 14.7 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 78 lightning damage (1/turn) While equipped: dps ---------- Dmg.mod +7% lightning Res.pen +8% lightning +6% all Acc +5 (+2 eff.) Apr +5 Sharp, long, and deadly. |
dwarven-steel mace of crippling (28-38 power, 4 apr)3.0 T3 mace 1H weapon [Ego+] Master Power 27.5 - 38.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Blunt and deadly. |
steel waraxe of massacre (20-27 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% One-handed war axes. |
acidic dwarven-steel waraxe (19-27 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Arcane Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 One-handed war axes. |
truestriking steel dagger of crippling (12-15 power, 6 apr)1.0 T2 dagger 1H weapon [Ego++] Master Power 11.5 - 15.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Res.pen +7% physical Acc +8 (+3 eff.) Apr +8 Sharp, short and deadly. |
acidic dwarven-steel dagger of erosion (20-25 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Nature Power 19.5 - 25.4 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +9 nature On Crit: * Splash the target with acid dealing 130 damage over 5 turns and reducing armor and accuracy by 17 Sharp, short and deadly. |
manaburning dwarven-steel dagger of crippling (18-24 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt/Master Power 18.5 - 24.1 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 15 arcane resource burn On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +8.0% Sharp, short and deadly. |
balanced dwarven-steel steamsaw (24-35 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 23.5 - 35.2 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +42 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Armour +4 Defense +13 (+7 eff.) Fatigue +8% Disarm- +26% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
swashbuckler's dwarven-steel steamsaw of arcane resistance (+12%) (23-34 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Disrupt/Master/Steamtech Power 23.0 - 34.5 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +51 Uses 1.0 Steam While equipped: Stats +4 Str +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +12% arcane ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
mighty hardened leather sling4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+2 eff.) Slings are used to hurl stones or metal shots at your foes. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe of alchemy (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Arcane While equipped: dps ---------- Dmg.mod +5% acid +6% physical +5% fire +9% cold ----- def ----- Resists +11% acid +11% physical +10% fire +10% cold +9% all ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
volcanic hardened leather armour (9 def, 13 armour)9.0 T3 light armor [Ego+] Nature While equipped: dps ---------- Melee+ 6 fire Ranged+ 6 fire ----- def ----- Armour +13 Defense +9 (+5 eff.) Fatigue +8% Resists +14% fire +10% physical A suit of armour made of leather. |
steel mail armour 'Ameruirodig' (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +2 Dex dps ---------- Crit.mult +5.00% Spell.pwr +10 (+4 eff.) Res.pen +10% physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% mind +15% fire Mind.save +13 (+6 eff.) Max.HP +22.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of cold resistance (3 def, 17 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +17 Defense +3 (+2 eff.) Fatigue +12% Resists +15% cold A suit of armour made of mail. |
Amilathafang the Blastpython1.0 T3 belt armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Mind.pwr +5 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Resists +9% lightning Phys.save +11 (+6 eff.) Mind.save +9 (+4 eff.) ---------- misc Equi/ret +0.24 A belt that goes around your waist. |
hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -5% ---------- misc Max.enc +22 A belt that goes around your waist. |
hardened leather belt of resilience1.0 T3 belt armor [Ego] Nature While equipped: ----- def ----- Max.HP +30.00 A belt that goes around your waist. |
nightruned hardened leather belt of the giants1.0 T3 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +2 (+0 eff.) ----- def ----- Resists +7% light +6% darkness Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
noble's hardened leather belt of transcendence1.0 T3 belt armor [Ego+] Master/Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.pwr +5 (+2 eff.) Against +24% Summoned ----- def ----- D.Red.from +15% Summoned Phys.save +7 (+4 eff.) A belt that goes around your waist. |
Bleakgrind (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee Ret 2 darkness ----- def ----- Defense +1 (+1 eff.) Resists +15% lightning +6% light +6% darkness Die.at -20.00 life Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Gewe' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +1 Con dps ---------- Dmg.mod +3% physical ----- def ----- Defense +1 (+1 eff.) Resists +6% mind Die.at -20.00 life Pinning- +10% ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) Mind.pwr +5 (+2 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
pair of hardened leather boots 'Flashwrecker' (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +6 Wil +3 Cun +4 Con dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +15% lightning Res.pen +7% physical Melee Ret 2 lightning On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Armour +3 Phys.save +9 (+5 eff.) Spell.save +9 (+4 eff.) Mind.save +7 (+3 eff.) Silence- +30% Confus- +28% Stun/Frz- +27% Blindside: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 6 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 49% (at 0 Hate) to 163% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 17 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
Tureromileg the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +1 Wil +2 Cun +3 Con dps ---------- Spell.crit +2% Spell.pwr +15 (+5 eff.) Phasing +10% ----- def ----- Armour +3 Fatigue +2% Phys.save +10 (+5 eff.) Mind.save +11 (+5 eff.) ---------- misc Vim/s.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Arcwilder (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun +3 Dex dps ---------- Dmg.mod +18% lightning ----- def ----- Armour +4 Fatigue +3% Resists +12% lightning +9% temporal Heal.mod +20% Disengage: Puts all charms on 15 cooldown Level 3.0 Pwr.cost 15 out of 15/15. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 156% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +2 Con ----- def ----- Armour +4 Fatigue +3% Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
traveler's pair of dwarven-steel boots (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -3% Phys.save +9 (+5 eff.) ---------- misc Max.enc +22 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
alchemist's hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil dps ---------- Melee+ 5 acid 5 fire 6 cold 5 lightning ----- def ----- Armour +2 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. |
psychic's hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master/Psionic While equipped: Stats +3 Dex dps ---------- Melee+ 8 mind Dmg.mod +6% mind Acc +13 (+4 eff.) ----- def ----- Armour +2 Resists +6% mind 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. |
Blackspitter the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Dex dps ---------- Dmg.mod +21% darkness Res.pen +5% acid Acc +14 (+5 eff.) Melee Ret 6 acid On Hit (Melee): * 20% chance to reduce armor by 33% ----- def ----- Armour +2 Fatigue +3% Resists +6% acid 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. |
aegis cashmere wizard hat of the Brotherhood (2 def, 0 armour)2.0 T3 head armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Con dps ---------- Dmg.mod +7% arcane ----- def ----- Defense +2 (+1 eff.) Shield.pwr +9% HP.reg +1.70 Arcane Eye: (Instant) Puts all charms on 10 cooldown Level 5.0 Pwr.cost 10 out of 10/10. Range melee/personal Travel.spd instantaneous Is a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Splendourtrail' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% light Res.pen +20% cold Melee Ret 2 light 8 cold ----- def ----- Defense +2 (+1 eff.) Resists +6% light ---------- misc Equi/ret +1.50 Psi/ret +2.00 Hate/ret +1.50 Light +2 A pointy cloth hat, very wizardly... |
grounding hardened leather cap of knowledge (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Psionic While equipped: Stats +3 Cun +3 Wil dps ---------- Mind.pwr +4 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +7% lightning +8% temporal A cap made of leather. |
Iceshear (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +1 Wil +4 Cun dps ---------- Spell.pwr +5 (+2 eff.) ----- def ----- Armour +3 Fatigue +5% Resists +6% cold Spell.save +3 (+1 eff.) ---------- misc Infravis +1 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 164.7 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. |
3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 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. |
12 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 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. |
5 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. |
aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
3 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
123 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. |
Delarin the Scorpionsting2.0 T1 lite [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Res.pen +10% mind On Hit (Melee): * 20% chance to slow global speed by 40% ----- def ----- Max.HP +45.00 ---------- misc Hate/m.crit +5.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Eilinynne'2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +4 Wil +1 Cun ---------- misc Max.psi +20.00 Light +6 Infravis +1 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. |
survivor's brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+3 eff.) Max.HP +40.00 Heal.mod +12% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 161.30 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (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. |
piercing steel torque of gale force [power 165] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 177 physical damage Puts all charms on 15 cooldown 100% to increase all damage penetration by 10% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Hettosta the Lightire [power 145] (25 cooldown)2.0 T2 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +6% light Res.pen +10% light Melee Ret 2 lightning ----- def ----- Resists +9% lightning Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 302 Base Damage: 159 Armor: 7 All Resist: 3 Puts all charms on 25 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to increase the duration of 1 beneficial effects by 1. Natural totems are made by powerful wilders to store nature power. |
yew totem of stinging 'Aereyatha' [power 278] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Str +6 Dex +4 Wil +2 Con ---------- misc Infravis +3 Sting an enemy dealing 278 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
ash wand of lightning storm 'Rhyhek' [power 200] (15 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% blight Melee Ret 2 blight ----- def ----- Resists +6% blight Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 cooldown 100% to heal for 31. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By SAD AND THICC the Ghoul Sun Paladin level 11
5th Flare 122nd year of Ascendancy at 15:07 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By SAD AND THICC the Ghoul Sun Paladin level 23
1st Time of Equilibrium 122nd year of Ascendancy at 17:37 see stats
Fear me not! (Insane (Roguelike) difficulty)
Survived the Fearscape!By SAD AND THICC the Ghoul Sun Paladin level 22
79th Dusk 122nd year of Ascendancy at 21:12 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By SAD AND THICC the Ghoul Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 20:11 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By SAD AND THICC the Ghoul Sun Paladin level 20
69th Dusk 122nd year of Ascendancy at 18:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By SAD AND THICC the Ghoul Sun Paladin level 21
78th Dusk 122nd year of Ascendancy at 11:03 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By SAD AND THICC the Ghoul Sun Paladin level 6
5th Mirth 122nd year of Ascendancy at 02:25 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By SAD AND THICC the Ghoul Sun Paladin level 11
2nd Dusk 122nd year of Ascendancy at 23:47 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By SAD AND THICC the Ghoul Sun Paladin level 16
48th Dusk 122nd year of Ascendancy at 04:04 see stats
Log
SAD AND THICC receives 9 healing from Shield of Light.
SAD AND THICC hits SAD AND THICC for (110 absorbed) damage.
SAD AND THICC receives 9 healing from Shield of Light.
SAD AND THICC hits SAD AND THICC for (138 absorbed) damage.
SAD AND THICC casts Rune: Reflection Shield.
A shield forms around SAD AND THICC.
SAD AND THICC uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
SAD AND THICC hits SAD AND THICC for (165 absorbed), (165 absorbed) (0 total damage).
SAD AND THICC deactivates Retribution.
SAD AND THICC unleashes the stored damage in retribution!
SAD AND THICC hits SAD AND THICC for (143 absorbed), (243 absorbed) (0 total damage).
SAD AND THICC uses Dig.
Digging starts...
Dug for 1 turns (stop reason: suffocating).
You have been interrupted!
Your shield crumbles under the damage!
The shield around SAD AND THICC crumbles.
SAD AND THICC receives 9 healing from Shield of Light.
SAD AND THICC hits SAD AND THICC for (27 absorbed) damage.
SAD AND THICC deactivates Second Life.
SAD AND THICC has been healed by a blast of positive energy!
SAD AND THICC receives 323 healing.
SAD AND THICC receives 9 healing from Shield of Light.
SAD AND THICC receives 9 healing from Shield of Light.
SAD AND THICC the level 24 ghoul sun paladin suffocated to death on level 3 of Sandworm lair.






















































































































