










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! Post Effects fixes 1.7.2The addon improves gamefield view during different post effects Here is details about what been changed: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 22 / 26% |
| Size | big |
| Lifes / Deaths | Killed by Yvonn the poison ivy at level 22 on the 6th Allure 123rd year of Ascendancy at 01:09 / 1 |
Primary Stats
| Strength | 65 (base 51) |
| Dexterity | 44 (base 39) |
| Constitution | 26 (base 12) |
| Magic | 14 (base 12) |
| Willpower | 14 (base 10) |
| Cunning | 21 (base 11) |
Resources
| Life | -228/718 |
| Stamina | 79/193 |
| Vim | 14/192 |
| Healing Factor | 1.2516586254955 |
| Regeneration | 6.5712077838513 |
Speed
| Mental | +4.4408920985006E-14% |
| Attack | 0% |
| Movement | +10% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 6 |
| Infravision | 5 |
| See Invisible | 8 |
Offense: Mainhand
| Damage | 130 |
| Accuracy | 59 |
| Crit Chance | 9% |
| APR | 33 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 25 |
| Crit Chance | 9% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +11% |
| Acid | +9% |
| Fire | +33% |
| All | 0% |
Offense: Damage Penetration
| Temporal | +20% |
| Mind | +15% |
| Fire | +20% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 31.08934837382 (81.151787968034%) |
| Defense | 32 |
| Ranged Defense | 32 |
| Fatigue | 11 |
| Physical Save | 31 |
| Spell Save | 19 |
| Mental Save | 24 |
Defense: Resistances
| Acid | + 21%( 70%) |
| Arcane | + 15%( 70%) |
| Cold | + 15%( 70%) |
| All | + 10%( 70%) |
| Physical | + 15%( 70%) |
| Darkness | + 42%( 70%) |
| Light | + 15%( 70%) |
| Temporal | + 13%( 70%) |
| Mind | + 21%( 70%) |
| Lightning | + 41%( 70%) |
| Fire | + 62%( 70%) |
| Nature | + 13%( 70%) |
Defense: Immunities
| Disarm Resistance | 23% |
| Stun Resistance | 63% |
| Blind Resistance | 12% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 100% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 325 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 111 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 Strength stat. |
| Runes | Effective talent level: 1.0 Rune: StormshieldUse 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 summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 31 up to 4 times. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 703% 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 Strength stat. |
Class Talents
| Corruption / Torture | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Corruption / Shadowflame | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Brutality | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 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 do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You 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 Minotaur. * 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * You've found the needed minotaur nose. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' | 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 within2 lumberjacks have died. | done |
Equipment
| On feet | pair of rough leather boots 'Bygen' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+2 eff.) Mov.spd +10% ----- def ----- Armour +1 Fatigue -4% Resists +6% mind Phys.save +3 (+2 eff.) Max.HP +31.00 ---------- misc Stam/turn +0.30 Max.stam +20.00 A pair of boots made of leather. |
| Light source | Greenobsidian the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +3 Wil dps ---------- Melee Ret 6 acid 2 nature ----- def ----- Resists +3% acid ---------- misc Light +6 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. |
| On head | Brandroar the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% fire Res.pen +15% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +25% fire +6% darkness +3% nature A pointy cloth hat, very wizardly... |
| Tool | Arerim [power 116] (2/15 cooldown) =4con=2.0 T1 wand charm [Rare] Arcane While equipped: Stats +1 Dex +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Create a radius 3 storm for 5 turns. Each turn, creatures within take 23 lightning damage and will be dazed for 1 turn (116 total damage) Puts all charms on 15 cooldown 100% to heal for 33. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | steel ring 'Smoldertooth' =5con=0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +14 (+3 eff.) Spell.pwr +6 (+3 eff.) Mind.pwr +7 (+4 eff.) Dmg.mod +11% darkness +12% fire Res.pen +5% fire ----- def ----- Resists +22% darkness Rings make your fingers look great! |
| On fingers | Wheel of Fate0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +3 Cun dps ---------- Dmg.mod +10% fire Res.pen +20% temporal Acc +8 (+2 eff.) Apr +8 Melee Ret 4 temporal ----- def ----- Defense +14 (+7 eff.) Resists +5% arcane +20% fire Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50 Puts all charms on 1 cooldown "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
| Around waist | Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In main hand | Drake's Bane (156% power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 156% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+5 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
| On hands | Shimmerripper (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Cun +3 Dex dps ---------- Spell.crit +5% Spell.pwr +4 (+2 eff.) Dmg.mod +6% acid Acc +23 (+6 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness +15% lightning ---------- misc Mana/turn +0.10 Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 13 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Erelykor the steel plate armour (5 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +22% Resists +6% acid +5% physical +6% light +3% temporal +5% cold +6% lightning +7% fire Mind.save +16 (+8 eff.) Max.HP +43.00 HP.reg +5.00 Heal.mod +12% Disarm- +23% Stun/Frz- +20% Knockbk- +22% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
| Cloak | Flashbraze the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex +3 Wil +2 Cun dps ---------- Phys.pwr +5 (+1 eff.) Acc +14 (+4 eff.) Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +6% fire ---------- misc Stam/turn +3.00 See.Invis +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Cyryna =5con 23stn=0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +3% acid Res.pen +15% mind ----- def ----- Resists +13% lightning +6% mind Blind- +12% Stun/Frz- +23% ---------- misc Infravis +3 Sight +2 See.Invis +5 Amulets make your neck look great! |
Inventory
healing infusion of the warrior (heal 196; cd 10)0.1 infusion scroll [Ego] 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 instantly heal yourself for 196 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the titan (speed 531%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 531% 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 Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the duelist (heal 247; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 247 life over 5 turns. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
acid wave rune of the psychic (damage 73; dur 4; cd 21)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 73.00 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. |
acid wave rune of the wizard (damage 116; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 115.51 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 Magic 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 of the wizard (absorb 40; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 40 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Boltspawn0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Str +5 Con dps ---------- Dmg.mod +9% lightning Res.pen +15% lightning Melee Ret 8 physical ----- def ----- Resists +13% temporal Pinning- +26% Knockbk- +26% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
Duviruikor =20stn=0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid ----- def ----- Resists +10% lightning +6% mind Stun/Frz- +20% ---------- misc See.Invis +3 Amulets make your neck look great! |
Erelyyadil the Voidmoon =3con=0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness +12% mind Res.pen +10% mind Melee Ret 2 nature On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
Glewe the Abysssquall0.1 T1 ring jewelry [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% fire ----- def ----- Armour +6 Resists +3% acid +3% blight Phys.save +3 (+2 eff.) Teleport- +20% Rings make your fingers look great! |
Xadhebeth the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: dps ---------- Dmg.mod +10% nature +12% fire +3% mind +3% temporal Res.pen +10% mind +15% temporal ----- def ----- Resists +20% nature +24% fire Blind- +20% ---------- misc Infravis +3 See.Stealth +8 See.Invis +5 Rings make your fingers look great! |
gladiator's copper ring =5con=0.1 T1 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +6 (+1 eff.) Rings make your fingers look great! |
Polyda the iron battleaxe (120% power, 1 apr)3.0 T1 battleaxe 2H weapon [Rare] Master Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Crit.mult +10.00% Res.pen +15% physical Acc +10 (+3 eff.) ----- def ----- Armour +2 Massive two-handed battleaxes. |
Falohell (119% power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Master Power 120% Range: 1.3x Uses 50% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +16 (+4 eff.) Apr +6 ----- def ----- Defense +8 (+4 eff.) Resists +2% physical Crit.chn- 15.00% Die.at -40.00 life Disarm- +21% Def/telep +10 Res/telep +10% Dur/telep +10% Sharp, short and deadly. |
Brightkill the iron greatsword (115% power, 1 apr) =3con=3.0 T1 greatsword 2H weapon [Rare] Master Power 115% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Hit.r1 +20 mind While equipped: Stats +3 Con dps ---------- Phys.pwr +9 (+2 eff.) Res.pen +9% physical On Hit (Melee): * 10% chance to reduce all saves and defense by 15 ----- def ----- Resists +3% mind Disarm- +18% ---------- misc Light +1 Massive two-handed swords. |
Genocide (152% power, 4 apr) =7con=3.0 T3 greatsword 2H weapon Reqs Wil 20 [Unique] Nature/Master Power 152% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
balanced steel greatsword (131% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 131% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +9 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +38% Massive two-handed swords. |
enhanced dwarven-steel greatsword of dampening (146% power, 2 apr) =9con=3.0 T3 greatsword 2H weapon [Ego+] Nature/Disrupt Power 147% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +9 Str +9 Dex +7 Mag +7 Wil +7 Cun +9 Con ----- def ----- Resists +13% acid +13% lightning +10% cold +14% fire +5% all Spell.save +12 (+6 eff.) Massive two-handed swords. |
steel greatsword 'Gawyn' (141% power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 142% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 blight On Hit: 20% Epidemic 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 15 While equipped: Stats +2 Wil dps ---------- Acc +10 (+3 eff.) ----- def ----- Defense +10 (+5 eff.) Disease- +17% Disarm- +28% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Mana/turn +0.12 Max.mana +20.00 Massive two-handed swords. |
steel greatsword of massacre (140% power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master Power 140% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Massive two-handed swords. |
Chamahor the elm longbow =5con=4.0 T1 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +6 Proj.spd +200% While equipped: Stats +3 Str +5 Con dps ---------- Phys.crit +2.0% Phys.pwr +9 (+2 eff.) On Hit (Ranged): * 20% chance to reduce all saves and defense by 15 ---------- misc Reload +4 Longbows are used to shoot arrows at your foes. |
truestriking dwarven-steel longsword (121% power, 4 apr)3.0 T3 longsword 1H weapon [Ego+] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +7% physical Acc +11 (+3 eff.) Apr +6 Sharp, long, and deadly. |
Crooked Club (129% power, 4 apr)3.0 T2 mace 1H weapon [Unique] Master Power 129% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +10.0% Atk.spd 100% Melee+ +14% confusion +30 physical On Hit: * Reduce targets accuracy and powers by 5 (stacks 5 times) While equipped: dps ---------- Acc +12 (+3 eff.) An oddly twisted club with a hefty weight on the end. There's something very strange about it. |
Nerathra the yew starstaff (120% power, 4 apr, darkness element)5.0 T3 staff 1H weapon Reqs Mag 24 [Random Unique] Arcane/Master Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag dps ---------- Spell.crit +3% Crit.mult +5.00% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness Res.pen +20% acid Phasing +10% ----- def ----- Armour +8 Defense +8 (+4 eff.) ---------- misc Mana/turn +0.14 Mana/s.crit +2.00 Max.mana +60.00 Wards +3 darkness Talents +3 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Dourbearer' (100% power, 2 apr, light element) =6con=5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: Stats +6 Con dps ---------- Spell.crit +8% Crit.mult +11.00% Phys.pwr +5 (+1 eff.) Spell.pwr +3 (+2 eff.) Dmg.mod +10% light Res.pen +5% darkness +5% physical ----- def ----- Armour +4 Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
lifebinding ash magestaff (111% power, 3 apr, lightning element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego+] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Con dps ---------- Spell.crit +2% Spell.pwr +11 (+6 eff.) Dmg.mod +15% lightning ----- def ----- HP.reg +0.80 Heal.mod +14% ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of might (118% power, 3 apr, fire element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +7% Spell.pwr +9 (+5 eff.) Dmg.mod +19% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
flaming stralite steamsaw (65% power, 0 apr)3.0 T4 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 143% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +4.0% Atk.spd 100% Block +79 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 5 fire Melee Ret 8 fire ----- def ----- Armour +5 Defense +8 (+4 eff.) Fatigue +10% ---------- 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 (124% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego+] Master/Steamtech Power 124% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +50 Uses 1.0 Steam While equipped: Stats +4 Str +4 Dex dps ---------- Acc +4 (+1 eff.) ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% ---------- 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! |
Coalimmortal the hardened leather belt =3con=1.0 T3 belt armor [Random Unique] Arcane/Nature/Master While equipped: Stats +3 Con dps ---------- Mind.pwr +5 (+3 eff.) Dmg.mod +15% darkness +6% blight Res.pen +15% acid On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 15 ----- def ----- Defense +13 (+6 eff.) Resists +9% blight Mind.save +8 (+4 eff.) Anom.red +14 Stealth +11 Max.HP +53.00 ---------- misc Max.mana +50.00 Max.stam +38.00 Max.hate +13.00 Max.psi +25.00 Max.vim +25.00 Max.P.En +24.00 Max.N.En +23.00 A belt that goes around your waist. |
Gorebiter =2con=1.0 T1 belt armor [Rare] Master While equipped: Stats +3 Dex +2 Con dps ---------- Crit.mult +10.00% Phys.pwr +10 (+2 eff.) Dmg.mod +3% nature Acc +5 (+1 eff.) ----- def ----- Resists +6% fire +3% nature +6% cold A belt that goes around your waist. |
Rainradiance1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire Melee Ret 2 nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +6% lightning +6% temporal +3% blight +3% fire A belt that goes around your waist. |
Getitolar (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Str +1 Dex +2 Cun +1 Con dps ---------- Melee Ret 4 physical ----- def ----- Defense +1 (+0 eff.) Phys.save +6 (+3 eff.) Die.at -60.00 life ---------- misc Stam/turn +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xerita the linen cloak (7 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +3% darkness +9% fire Phys.save +6 (+3 eff.) Disarm- +10% ---------- misc Hate/m.crit +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of Iron Throne (7 def, 0 armour) =1con=2.0 T1 cloak armor [Ego] Master While equipped: Stats +1 Str +1 Con ----- def ----- Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Hanoromidir' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Dex +2 Wil dps ---------- Crit.mult +20.00% Dmg.mod +3% acid ----- def ----- Defense +1 (+0 eff.) Resists +3% acid +1% physical Mind.save +6 (+3 eff.) ---------- 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. |
verdant woollen robe (0 def, 0 armour) =3con=2.0 T2 cloth armor [Ego+] Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +8% nature ----- def ----- Resists +9% all Poison- +26% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dayquill the pair of iron boots (5 def, 3 armour) =4con=3.0 T1 feet armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +3 Dex +3 Wil +3 Cun +4 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +3% light Apr +1 ----- def ----- Armour +3 Defense +5 (+2 eff.) Fatigue +2% Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +7 (+3 eff.) ---------- misc Light +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadebrace (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +30% darkness On Hit (Melee): * 20% chance to slow global speed by 41% * 20% chance to reduce damage dealt by 13% ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) ---------- misc Max.enc +25 A pair of boots made of leather. |
blood-soaked pair of iron boots of disengagement (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego++] Master While equipped: Stats +2 Cun +2 Dex dps ---------- Phys.crit +4.0% Phys.pwr +4 (+1 eff.) Apr +4 ----- def ----- Armour +3 Fatigue +2% 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 138% 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. |
undeterred pair of iron boots (0 def, 3 armour) =21stn=3.0 T1 feet armor Reqs Heavy armour training [Ego+] Arcane While equipped: ----- def ----- Armour +3 Fatigue +2% Silence- +22% Confus- +22% Stun/Frz- +21% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Spell.save +8 (+4 eff.) 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. |
steady iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Psionic While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane Acc +5 (+1 eff.) ----- def ----- Armour +1 Fatigue +1% Phys.save +5 (+3 eff.) Mind.save +5 (+2 eff.) Disarm- +21% 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. |
Flamewinter (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Res.pen +5% fire ----- def ----- Armour +3 Fatigue +5% Resists +12% lightning +12% fire Phys.save +12 (+6 eff.) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Nerusemira the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +6 Str +1 Dex +1 Mag +1 Con dps ---------- Dmg.mod +11% light ----- def ----- Defense +1 (+0 eff.) Resists +16% light ---------- misc Infravis +3 A pointy cloth hat, very wizardly... |
Olymabers the rough leather cap (0 def, 1 armour) =breathe=2.0 T1 head armor [Rare] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% Resists +7% cold +3% nature +9% mind Crit.chn- 5.00% ---------- misc Hate/m.crit +2.00 Breathe water A cap made of leather. |
rough leather cap of constitution (+3) (0 def, 1 armour) =3con=2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
Tarralach the Hailsweep (3 def, 8 armour) =2con=14.0 T3 heavy armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% cold Res.pen +10% cold Melee Ret 8 cold ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +18% lightning +9% cold A suit of armour made of mail. |
Xerugasekira the Fogviper (2 def, 10 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Melee+ 10 acid 10 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +10 Defense +2 (+1 eff.) Fatigue +12% Resists +11% acid +11% fire +6% mind +3% darkness Max.HP +60.00 Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of mail. |
dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +8% acid +8% cold ---------- misc Breathe water A suit of armour made of mail. |
impenetrable steel mail armour of acid resistance (2 def, 14 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +14 Defense +2 (+1 eff.) Fatigue +12% Resists +18% acid A suit of armour made of mail. |
impenetrable steel mail armour of the deep (2 def, 13 armour) =breath=14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +6% acid +5% cold ---------- misc Breathe water A suit of armour made of mail. |
prismatic iron plate armour of acid resistance (0 def, 7 armour)17.0 T1 massive armor Reqs Massive armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +7 Fatigue +22% Resists +16% acid +10% light +11% darkness A suit of armour made of metal plates. |
iron shield 'Emusetta' (0 def, 2 armour, 23 block) =3con=7.0 T1 shield armor Reqs Shield usage training [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil +1 Cun +3 Con ----- def ----- Armour +2 Fatigue +8% Resists +11% blight +6% cold +14% nature ---------- misc Infravis +1 Talents +1 Block Handheld deflection devices. |
4 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. |
303 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 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
Beloromisin the Cystqueen (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +3% acid ----- def ----- Resists +3% nature ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Glittervice the iron pickaxe (dig speed 37 turns) =1con=3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str +1 Con dps ---------- Dmg.mod +6% nature ----- def ----- Resists +11% nature +12% light ---------- misc Stam/turn +1.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
5 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
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. |
Scabquick [power 188] (2/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Dmg.mod +9% nature ---------- misc Hate/m.crit +3.00 Max.psi +50.00 See.Invis +9 Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to reduce 2 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
7 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. |
5 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. |
8 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 OgreOfDoom the Ogre Doombringer level 11
10th Flare 122nd year of Ascendancy at 04:05 see stats
Hell has no fury like a demon scorned! (Insane (Roguelike) difficulty)
Escaped the Searing Halls.By OgreOfDoom the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 16:58 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By OgreOfDoom the Ogre Doombringer level 10
9th Mirth 122nd year of Ascendancy at 20:49 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By OgreOfDoom the Ogre Doombringer level 20
80th Haze 122nd year of Ascendancy at 20:59 see stats
Size matters (Insane (Roguelike) difficulty)
Did over 600 damage in one attack.By OgreOfDoom the Ogre Doombringer level 21
7th Decay 122nd year of Ascendancy at 05:15 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By OgreOfDoom the Ogre Doombringer level 7
3rd Mirth 122nd year of Ascendancy at 15:43 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By OgreOfDoom the Ogre Doombringer level 11
40th Dusk 122nd year of Ascendancy at 17:46 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By OgreOfDoom the Ogre Doombringer level 16
56th Haze 122nd year of Ascendancy at 13:10 see stats
Log
OgreOfDoom's Inner Demon casts Fiery Grasp.
OgreOfDoom is grabbed!
OgreOfDoom's Inner Demon hits OgreOfDoom for (3 abyssal shield), 3 fire, (5 abyssal shield), 160 fire, (2 abyssal shield), 2 fire (165 total damage).
Melee retaliation hits OgreOfDoom's Inner Demon for (2 abyssal shield), (2 absorbed), 0 acid, (4 abyssal shield), (4 absorbed), 0 blight, (3 abyssal shield), (3 absorbed), 0 fire, (1 abyssal shield), (1 absorbed), 0 nature, (2 abyssal shield), (2 absorbed), 0 temporal (0 total damage).
Yvonn the poison ivy shoots!
The shield around OgreOfDoom's Inner Demon crumbles.
Burning from OgreOfDoom's Inner Demon hits Yvonn the poison ivy for 1 fire damage.
Burning from OgreOfDoom's Inner Demon hits OgreOfDoom for (2 abyssal shield), 2 fire (2 total damage).
Fiery Grasp from OgreOfDoom's Inner Demon hits OgreOfDoom for (3 abyssal shield), 3 fire (3 total damage).
Burning from OgreOfDoom hits OgreOfDoom's Inner Demon for (0 abyssal shield), (0 absorbed), 0 fire (0 total damage).
Yvonn the poison ivy's psionic searing area effect hits OgreOfDoom for (5 abyssal shield), 39 mind (39 total damage).
Melee retaliation hits Yvonn the poison ivy for 5 acid, 8 blight, 11 fire, 1 nature, 3 temporal (28 total damage).
Yvonn the poison ivy hits OgreOfDoom for (5 abyssal shield), 28 mind (28 total damage).
Yvonn the poison ivy's Shoot hits OgreOfDoom for (5 abyssal shield), 28 physical, (5 abyssal shield), 8 physical (37 total damage).
OgreOfDoom's Inner Demon hits OgreOfDoom for (5 abyssal shield), 77 physical, (1 abyssal shield), 1 fire, (5 abyssal shield), 7 fire (85 total damage).
Melee retaliation hits OgreOfDoom's Inner Demon for (2 abyssal shield), 2 acid, (4 abyssal shield), 4 blight, (3 abyssal shield), 3 fire, (1 abyssal shield), 1 nature, (2 abyssal shield), 2 temporal (12 total damage).
You are unable to move!
OgreOfDoom casts Ogric Wrath.
OgreOfDoom enters an ogric frenzy.
OgreOfDoom uses Perfect Strike.
OgreOfDoom aims carefully.
OgreOfDoom uses Blinding Speed.
OgreOfDoom speeds up.
Melee retaliation hits OgreOfDoom for (1 abyssal shield), 1 acid, (3 abyssal shield), 3 blight, (3 abyssal shield), 3 fire, (0 abyssal shield), 0 nature, (1 abyssal shield), 1 temporal (9 total damage).
OgreOfDoom hits OgreOfDoom's Inner Demon for (25 abyssal shield), (100 stormshielded), 0 physical, (1 abyssal shield), 1 fire (1 total damage).
Yvonn the poison ivy uses Condensate.
Burning from OgreOfDoom's Inner Demon hits Yvonn the poison ivy for 1 fire damage.
Yvonn the poison ivy hits OgreOfDoom for (4 abyssal shield), 145 fire (145 total damage).
OgreOfDoom the level 22 ogre doombringer was boiled to death by Yvonn the poison ivy on level 2 of Old Forest.






















































































































