









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Class: Shining One 1.7.0A new demented class, the Shining One. This addon requires the Forbidden Cults DLC to function. Celestial Spellcasters who have been overcome with madness and become more and more like unto Luminous Horrors. Shining One talents do not appear on enemies. Old Talents: New Talents: Advanced Talents: The Hammer of Urh'Rok: Part I 1.7.4The Hammer of Urh'Rok, Part I ((This Addon requires the Ashes of Urh'rok DLC)) In this timeline, the Scourge from the West died after using the Demonic Orb of Many Ways, giving the demons everything they needed to get through the planetary shield. As a Bringer of Doom in service to the demonic invasion, you will fight your way across a dozen new zones, uncover mysteries, pillage cities, join evil cults, and bring ruin to the land of Maj'Eyal. Future updates will bring better art, more variety, and all sorts of content. Now with 4 pieces of art by rexorcorum! Items Vault 1.7.0Donators/Buyers bonus! Item Notes 1.7.0Allows you to add notes to objects in your inventory or equipment which will be displayed in the object's description tooltip. Notes can be manipulated by selecting the "Add note", "Edit note" or "Remove note" entry in the object's use-item dialog. Differences between item notes and the game's built-in tagging functionality:
Items with notes will be shown in inventory lists with a purple '!' prefix. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Of Trolls and Dead Maggots 1.5.0For Drem and Demented characters from the Forbidden Cults DLC who start with The Worm That Devours quest but go to complete another starter zone to level up before entering the worm; when you complete the quest and receive your racial starter quest, the completed zones will be applied retroactively, if applicable. (For instance, if you complete Trollmire and then return and kill the worm, and if your next quest is "Of trolls and damp caves", it will reflect that Prox has already been killed.) Light From Below 1.7.4Below Eyal, something is calling. Deep in the tunnels, past the dwarven fortress of Iron Gate, you have stumbled upon a Light... This addon adds a new campaign set in the depths below the Iron Throne, during an unknown time period. Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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:
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:
Phantom Warrior Class 1.7.4Introduce Phantom Warrior, a two-handed chronomancy class. Class trees: Generic trees: Known problems: This class is originally inspired by Phantom Lancer from Dota 2. 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: 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 Class: Hekatonkheire 1.7.0This adds three new classes, two of which are loosely based on the Headless Horror, plus a mini-adventurer that gets talents from all three. Hekatonkhieres are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes. New Talents Advanced Talents Old Talents: By special request: New Talents Advanced Talents Old Talents: Kharybdians are ocean mages who mix attack spells, summons, and a precise sense of timing. New Talents Advanced Talents Generic Talents Old Talents: 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 | Female |
| Race | Ogre |
| Class | Brawler |
| Level / Exp | 22 / 70% |
| Size | big |
| Lifes / Deaths | Killed by dragonsfire trap at level 20 on the 49th Dusk 122nd year of Ascendancy at 23:41 / 2Killed by Voralaith the blue jelly at level 22 on the 53rd Dusk 122nd year of Ascendancy at 08:05 |
Primary Stats
| Strength | 25 (base 13) |
| Dexterity | 53 (base 51) |
| Constitution | 19 (base 10) |
| Magic | 12 (base 10) |
| Willpower | 18 (base 10) |
| Cunning | 60 (base 44) |
Resources
| Life | -397/625 |
| Mana | 121/266 |
| Stamina | 111/233 |
| Healing Factor | 1.1891723257555 |
| Regeneration | 4.9350651518853 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 6 |
| See Stealth | 41.375715479246 |
| See Invisible | 41.375715479246 |
Offense: Barehand
| Damage | 68 |
| Accuracy | 40 |
| Crit Chance | 20% |
| APR | 7 |
| Speed | 0.80 |
Offense: Spell
| Spellpower | 17 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 31 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +9% |
| Lightning | +12% |
| Fire | +10% |
| All | 0% |
Offense: Damage Penetration
| Nature | +25% |
| Acid | +5% |
Defense: Base
| Armour (hardiness) | 21 (35.65183292883%) |
| Defense | 47 |
| Ranged Defense | 47 |
| Fatigue | 0 |
| Physical Save | 23 |
| Spell Save | 15 |
| Mental Save | 34 |
Defense: Resistances
| Arcane | + 10%( 70%) |
| All | 0%( 70%) |
| Lightning | + 30%( 70%) |
| Light | + 3%( 70%) |
| Temporal | + 9%( 70%) |
| Physical | + 4%( 70%) |
| Darkness | + 31%( 70%) |
| Fire | + 36%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Pinning Resistance | 20% |
| Confusion Resistance | 34% |
| Disarm Resistance | 23% |
| Knockback Resistance | 21% |
| Instadeath Resistance | 100% |
| Blind Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 28 Travel Speed: 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 6 turns. While Heroism is active, you will only die when reaching -499 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1315 life, 15 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 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 50 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 748% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: 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
| Cunning / Tactical | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Pugilism | 1.30 |
| 4/5 |
| 2/5 |
| 4/5 |
| 4/5 |
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Technique / Unarmed training | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 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 have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved talent Premonition (+1 level(s)). | 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 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 |
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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within3 lumberjacks have died. | done |
Equipment
| On feet | Polowen (2 def, 7 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Res.pen +5% acid ----- def ----- Armour +7 Defense +2 (+1 eff.) Resists +1% physical Die.at -40.00 life ---------- misc Max.stam +20.00 Evasion: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 32% chance to evade melee and ranged attacks and 35 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
| On hands | Wyrmbreath (0 def, 4 armour)1.0 T2 hands armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Dmg.mod +10% fire ----- def ----- Armour +4 Resists +18% fire +10% darkness +10% nature Unarmed combat: Power 18.0 - 19.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.0% Atk.spd 125% Melee+ +10 fire Dmg.conv 50% fire On Hit: 10% Bellowing Roar 3 On Hit: 10% Fire Breath 2 Fire Breath: Level 2.0 Pwr.cost 21 out of 24/24. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe fire in a frontal cone of radius 6. Any target caught in the area will take 128.27 fire damage over 3 turns. The damage will increase with your Strength and the critical chance is based on your Mental crit rate. Each point in fire drake talents also increases your fire resistance by 1%. These dragon scale gloves are tipped with the claws and teeth of a vicious Wyrm. The gloves are warm to the touch. |
| On head | cashmere wizard hat 'Loamquick' (2 def, 0 armour)2.0 T3 head armor [Random Unique] Nature/Psionic While equipped: Stats +9 Cun +5 Wil dps ---------- Mind.pwr +4 (+2 eff.) Dmg.mod +12% lightning Res.pen +25% nature On Hit (Melee): * 10% chance to slow global speed by 47% ----- def ----- Defense +2 (+1 eff.) Resists +18% lightning +3% nature Mind.save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
| Tool | evasive ash totem of healing [power 182] (9/13 cooldown)2.0 T2 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 13 cooldown 100% to gain a 15% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
| On fingers | mule's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% Max.HP +22.00 Disarm- +23% Pinning- +20% Knockbk- +21% ---------- misc Max.enc +20 Rings make your fingers look great! |
| On fingers | Polomina0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +9% acid On Hit (Melee): * 20% chance to slow global speed by 47% ----- def ----- Resists +9% lightning +3% light +5% arcane Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
| Around neck | The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+4 eff.) ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
| Main armor | Eilinerewe (13 def, 10 armour)9.0 T3 light armor [Random Unique] Nature/Master While equipped: Stats +5 Cun +3 Dex ----- def ----- Armour +10 Defense +13 (+4 eff.) Fatigue +8% Resists +9% temporal +18% fire +5% arcane +6% darkness Max.HP +36.00 HP.reg +3.90 Heal.mod +11% A suit of armour made of leather. |
| Light source | watchleader's brass lantern2.0 T1 lite [Ego+] Master While equipped: ----- def ----- Blind- +23% Confus- +12% ---------- misc Light +6 See.Stealth +5 See.Invis +5 Track: Puts all charms on 34 cooldown Level 5.0 Pwr.cost 34 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 27 for 8 turns. The radius will increase with your Cunning. 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. |
| Cloak | Gorydin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +3 Str dps ---------- Phys.crit +4.0% Phys.pwr +30 (+9 eff.) Melee Ret 4 physical ----- def ----- Defense +1 (+0 eff.) Resists +3% physical Phys.save +7 (+4 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around waist | Xeridheta the Shadegore1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 17% ----- def ----- Resists +3% lightning +9% nature Crit.chn- 10.00% Phys.save +5 (+3 eff.) Max.HP +20.00 ---------- misc Max.stam +30.00 A belt that goes around your waist. |
Inventory
wild infusion (res 18%; magical; dur 2; cd 10)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 18% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the psychic (damage 82; dur 4; cd 20)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 20 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 82.34 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Its effects scale with your Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 64; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 64 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
warrior's copper amulet of cunning (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
Alydil0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +3% light Blind- +10% Cut- +10% Rings make your fingers look great! |
Lisytta the Murkmight0.1 T3 ring jewelry [Random Unique] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +30% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Resists +60% lightning +3% temporal Phys.save +8 (+4 eff.) Spell.save +3 (+3 eff.) Cut- +10% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.48 cold and 9.48 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 51 power out of 60/60 This azure ring seems to be always moist to the touch. |
gold ring 'Balancerend'0.1 T3 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% mind Melee Ret 4 mind 10 cold On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +6% nature Max.HP +29.00 Disarm- +23% Pinning- +34% Knockbk- +23% Rings make your fingers look great! |
marksman's gold ring of sensing0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+2 eff.) ----- def ----- Blind- +25% ---------- misc Infravis +4 See.Stealth +5 See.Invis +8 Rings make your fingers look great! |
pixie's gold ring of the mind (+12%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +9 (+6 eff.) Dmg.mod +12% mind ----- def ----- Resists +12% mind Rings make your fingers look great! |
Isaretta (38-56 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Master/Psionic Power 37.5 - 56.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +9% all Acc +7 (+3 eff.) Apr +10 ----- def ----- Resists +6% acid +6% temporal +3% light Massive two-handed battleaxes. |
Oozegrind the dwarven-steel battleaxe (48-72 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 48.0 - 72.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +19 lightning +16 cold +12 nature While equipped: dps ---------- Mov.spd +32% Dmg.mod +9% nature Res.pen +10% lightning +13% cold +20% arcane +10% all Acc +19 (+7 eff.) Apr +10 Massive two-handed battleaxes. |
arcing dwarven-steel battleaxe of massacre (42-63 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 42.0 - 63.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 21 damage Massive two-handed battleaxes. |
balanced dwarven-steel battleaxe of massacre (38-57 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Master Power 38.0 - 57.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +13 (+4 eff.) Disarm- +35% Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe of massacre (38-57 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane/Master Power 38.0 - 57.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 21 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +14% cold Res.pen +16% cold Massive two-handed battleaxes. |
hateful dwarven-steel dagger of erosion (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Nature/Psionic Power 17.5 - 22.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature +8 darkness Against +8% Living Sharp, short and deadly. |
hateful dwarven-steel dagger of evisceration (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Master/Psionic 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+ +8 darkness Against +7% Living On Crit: * Wound the target dealing 207 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +7.0% Phys.pwr +6 (+2 eff.) Sharp, short and deadly. |
Beloma (54-82 power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Arcane/Master Power 54.5 - 81.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 35 damage over 5 turns and reducing armor and accuracy by 5 While equipped: Stats +3 Dex +4 Mag dps ---------- Mind.crit +1% Phys.spd +10% Acc +17 (+6 eff.) ---------- misc See.Invis +9 Massive two-handed mauls. |
dwarven-steel greatmaul (44-66 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 44.0 - 66.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
flaming steel greatmaul of massacre (38-57 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane/Master Power 38.0 - 57.0 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed mauls. |
steel greatmaul of vileness (29-44 power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 blight On Hit: * 14% chance to reduce strength, dexterity, and constitution by 10 Massive two-handed mauls. |
truestriking dwarven-steel greatmaul (40-61 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego+] Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +12 (+4 eff.) Apr +10 Massive two-handed mauls. |
enhanced yew longbow of dexterity (+8)4.0 T3 longbow 2H weapon Reqs Shoot [Ego+] Nature/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +8 Str +13 Dex +5 Mag +8 Wil +9 Cun +9 Con dps ---------- Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
enhanced hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Shoot [Ego++] Nature/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: Stats +3 Str +3 Dex +5 Mag +5 Wil +6 Cun +5 Con dps ---------- Res.pen +10% all Acc +7 (+3 eff.) Apr +5 Slings are used to hurl stones or metal shots at your foes. |
runic cured leather sling4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Arcane Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 On Hit: 10% Arcane Vortex 2 While equipped: Stats +2 Mag dps ---------- Spell.pwr +6 (+4 eff.) Dmg.mod +5% arcane Slings are used to hurl stones or metal shots at your foes. |
Zubeyalle (20-24 power, 4 apr, physical element)5.0 T3 staff 2H weapon Reqs Mag 24 [Rare] Master Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +11% Crit.mult +13.00% Spell.pwr +9 (+6 eff.) Dmg.mod +20% physical ----- def ----- Armour +12 Resists +5% arcane +6% fire HP.reg +4.00 Cut- +20% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
infernal yew magestaff of fate (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] 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 +7% Crit.mult +15.00% Spell.pwr +14 (+8 eff.) Melee+ 16 fire Dmg.mod +20% arcane ----- def ----- Phys.save +7 (+4 eff.) Spell.save +8 (+6 eff.) Mind.save +5 (+2 eff.) ---------- misc See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew starstaff 'Shimmershaper' (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [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: Stats +4 Dex +4 Wil dps ---------- Spell.crit +12% Spell.pwr +9 (+6 eff.) Dmg.mod +20% darkness +3% lightning ----- def ----- Resists +8% darkness +11% temporal Def/telep +11 Res/telep +13% Dur/telep +14% ---------- misc Mana/turn +0.18 Max.mana +30.00 See.Invis +9 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel steamsaw of fire resistance (+20%) (18-28 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 18.5 - 27.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +46 Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +20% fire ---------- 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 resistance (24-37 power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego++] Nature/Master/Steamtech Power 24.5 - 36.8 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +52 Uses 1.0 Steam While equipped: Stats +3 Str +1 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +8% Resists +7% acid +7% fire +7% lightning +7% cold ---------- 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! |
balanced dwarven-steel waraxe of massacre (27-38 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Master Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +23% One-handed war axes. |
warbringer's dwarven-steel waraxe (21-29 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego+] Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Phys.pwr +8 (+2 eff.) Res.pen +8% physical ----- def ----- Disarm- +19% One-handed war axes. |
Curewalker the rough leather belt1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% nature +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 21 ----- def ----- Resists +6% fire +7% cold A belt that goes around your waist. |
Ulfoharandur the Scaldbrawn1.0 T3 belt armor [Rare] Nature While equipped: Stats +7 Str +3 Wil +7 Con dps ---------- Phys.pwr +6 (+2 eff.) Dmg.mod +9% fire ----- def ----- Resists +9% cold +3% light +3% nature Phys.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of containment1.0 T3 belt armor [Ego++] Arcane While equipped: Stats +5 Mag ----- def ----- Anom.red +12 Max.HP +85.00 ---------- misc Mana/turn +0.31 Max.mana +63.00 Max.stam +46.00 Max.hate +11.00 Max.psi +24.00 Max.vim +25.00 Max.P.En +23.00 Max.N.En +27.00 A belt that goes around your waist. |
Bunarihir (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Cun +2 Con dps ---------- Mind.pwr +10 (+5 eff.) Res.pen +10% mind Melee Ret 4 mind ----- def ----- Defense +1 (+0 eff.) Mind.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. |
Duathelwell the linen cloak (1 def, 4 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +4 Con dps ---------- Phys.crit +1.0% Dmg.mod +3% darkness Acc +15 (+5 eff.) ----- def ----- Armour +4 Defense +1 (+0 eff.) Spell.save +9 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
silk robe of life (0 def, 0 armour)2.0 T4 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +13% all Max.HP +42.00 HP.reg +2.70 Heal.mod +18% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
insulating pair of hardened leather boots of tirelessness (0 def, 3 armour)2.0 T3 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Resists +5% fire +8% cold ---------- misc Stam/turn +0.30 Max.stam +14.00 A pair of boots made of leather. |
Adira the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Dex +1 Mag dps ---------- Phys.crit +7.0% Spell.crit +7% Mind.crit +8% Crit.mult +17.00% Melee+ 7 acid Dmg.mod +3% acid Res.pen +15% blight Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +7% acid Unarmed combat: Power 18.5 - 20.4 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Acc +6 Apr +3 Crit +16.0% Atk.spd 125% On Crit.r2 +7 acid On Hit: 10% Corrosive Breath 3 On Crit: 20% Cripple 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Prismwrack (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Dex dps ---------- Phys.crit +3.0% Dmg.mod +12% physical Melee Ret 6 light ----- def ----- Armour +2 Fatigue +3% Resists +4% physical Die.at -40.00 life HP.reg +2.70 ---------- misc Stam/turn +0.60 Psi/turn +0.24 Unarmed combat: Power 20.5 - 28.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
radiant dwarven-steel gauntlets of strength (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+2 eff.) Melee+ 5 light Dmg.mod +5% light ----- def ----- Armour +2 Fatigue +3% Resists +7% light Unarmed combat: Power 25.5 - 35.7 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: 20% Searing Light 3 Metal gloves protecting the hands up to the middle of the lower arm. |
Ravenspawn the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% darkness Melee Ret 2 acid On Hit (Melee): * 10% chance to reduce damage dealt by 17% * 10% chance to reduce armor by 20% ----- def ----- Defense +1 (+0 eff.) Resists +6% lightning +5% temporal Die.at -60.00 life A pointy cloth hat, very wizardly... |
bladed hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +5 Str ----- def ----- Armour +3 Fatigue +3% Resists +5% cold ---------- misc Breathe water Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 82.2 Physical damage. If the attack hits, the target is confused (40% 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. |
dwarven-steel helm 'Boltvenom' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +20% lightning On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +4 Fatigue +4% Resists +3% lightning +9% darkness +6% nature Phys.save +10 (+5 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating cashmere wizard hat (2 def, 0 armour)2.0 T3 head armor [Ego] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +8% fire +7% cold A pointy cloth hat, very wizardly... |
dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +10 (+5 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of command (10 def, 13 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +13 Defense +10 (+3 eff.) Fatigue +12% Mind.save +12 (+6 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +17% acid A suit of armour made of mail. |
impenetrable steel mail armour of stability (2 def, 11 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +11 Defense +2 (+1 eff.) Fatigue +12% Resists +6% physical Phys.save +14 (+7 eff.) A suit of armour made of mail. |
Bregaroddathad the Darkbreaker (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% mind +3% fire On Hit (Melee): * 20% chance to reduce damage dealt by 17% ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +30.00 HP.reg +3.50 Heal.mod +11% ---------- misc Psi/ret +0.08 A suit of armour made of leather. |
duelist's hardened leather armour (13 def, 9 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Cun +4 Dex ----- def ----- Armour +9 Defense +13 (+4 eff.) Fatigue +8% A suit of armour made of leather. |
rejuvenating rough leather armour of Eyal (3 def, 2 armour)9.0 T1 light armor [Ego+] Nature While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Max.HP +20.00 HP.reg +4.10 Heal.mod +10% ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
volcanic hardened leather armour of the deep (9 def, 15 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 7 fire Ranged+ 7 fire ----- def ----- Armour +15 Defense +9 (+3 eff.) Fatigue +8% Resists +10% acid +10% fire +5% cold +17% physical ---------- misc Breathe water A suit of armour made of leather. |
Borfast's Cage (10 def, 20 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Unique] Master While equipped: Stats +5 Con ----- def ----- Armour +20 Defense +10 (+3 eff.) Fatigue +24% Resists -15% acid +15% physical Crit.dmg- 20% Phys.save +15 (+8 eff.) Max.HP +50.00 HP.reg +2.00 Knockbk- +30% Inch-thick stralite plates lock together with voratun joints. The whole suit looks impenetrable, but has clearly been subjected to terrible treatment - great dents and misshaping warps, and caustic fissures bored across the surface. Though clearly a powerful piece, it must once have been much greater. |
8 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. |
153 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 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 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Chyzor the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +4 Str dps ---------- On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Crit.chn- 5.00% ---------- misc Light +1 Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 38 turns)3.0 T1 digger tool [Ego] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Stokecutter2.0 T1 lite [Rare] Nature While equipped: Stats +3 Dex dps ---------- Res.pen +15% fire Melee Ret 4 fire ----- def ----- Resists +3% acid Spell.save +3 (+3 eff.) Max.HP +41.00 Heal.mod +15% Confus- +10% ---------- 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. |
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.(66 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 26 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 62% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Neritha the Corruptiondash [power 122] (9/13 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.crit +4% Melee Ret 2 nature ----- def ----- Resists +9% nature Mind.save +3 (+1 eff.) Sting an enemy dealing 122 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 13 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
overpowered elm totem of healing [power 164] (9/19 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 164 Puts all charms on 19 cooldown Natural totems are made by powerful wilders to store nature power. |
2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quick yew wand of lightning storm [power 230] (9/10 cooldown)2.0 T3 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 51 lightning damage and will be dazed for 1 turn (257 total damage) Puts all charms on 10 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
8 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. |
4 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. |
6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Venatenmi the Ogre Brawler level 17
7th Dusk 122nd year of Ascendancy at 02:20 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Venatenmi the Ogre Brawler level 10
10th Mirth 122nd year of Ascendancy at 02:48 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Venatenmi the Ogre Brawler level 20
21st Dusk 122nd year of Ascendancy at 07:29 see stats
That was close (Insane (Roguelike) difficulty)
Killed your target while having only 1 life left.By Venatenmi the Ogre Brawler level 21
50th Dusk 122nd year of Ascendancy at 13:27 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Venatenmi the Ogre Brawler level 8
7th Mirth 122nd year of Ascendancy at 00:37 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Venatenmi the Ogre Brawler level 8
5th Mirth 122nd year of Ascendancy at 16:51 see stats
Treasure Hoarder (Insane (Roguelike) difficulty)
Amassed 3000 gold pieces.By Venatenmi the Ogre Brawler level 21
52nd Dusk 122nd year of Ascendancy at 18:23 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Venatenmi the Ogre Brawler level 14
7th Flare 122nd year of Ascendancy at 00:27 see stats
Unstoppable (Insane (Roguelike) difficulty)
Returned from the dead.By Venatenmi the Ogre Brawler level 20
49th Dusk 122nd year of Ascendancy at 23:41 see stats
Log
Venatenmi has heard the hateful whisper!
Venatenmi reacts to damage from Voralaith the blue jelly, mitigating the blow!.
Your shield crumbles under the damage!
The shield around Venatenmi crumbles.
Voralaith the blue jelly hits Venatenmi for (10 flat reduction), (62 reacted , -5 stam), (24 absorbed), 115 cold (115 total damage).
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Shadow casts Blindside.
Shadow misses Venatenmi.
The unstable sand tunnel collapses!
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Venatenmi throws two quick punches.
Venatenmi slows down.
Shadow slows down.
Venatenmi misses Shadow.
Venatenmi hits Shadow for 51 fire, 46 physical, 11 fire (108 total damage).
The protective shield of Venatenmi disappears.
Talent Disengage is ready to use.
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The unstable sand tunnel collapses!
Venatenmi is lost in despair!
Voralaith the blue jelly uses Reproach.
Venatenmi casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Voralaith the blue jelly hits Venatenmi for (10 flat reduction), 87 cold (87 total damage).
Venatenmi the level 22 ogre brawler was frozen to death by Voralaith the blue jelly on level 4 of Sandworm lair.




















































































































