













Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Ashes of Urh'Rok 1.6.7Official 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:
Possessor Bonus Class 1.6.6Donators/Buyers bonus! Items Vault 1.6.0Donators/Buyers bonus! Better Item Description 1.6.6This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game |
| Campaign | Maj'Eyal |
| Mode | Normal Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Doombringer |
| Level / Exp | 22 / 64% |
| Size | big |
| Lifes / Deaths | Killed by worm that walks at level 15 on the 58th Dusk 122nd year of Ascendancy at 02:42 / 2Killed by Lisawyn the cave bear at level 22 on the 11st Regrowth 123rd year of Ascendancy at 19:32 |
Primary Stats
| Strength | 57 (base 42) |
| Dexterity | 29 (base 10) |
| Constitution | 15 (base 12) |
| Magic | 65 (base 50) |
| Willpower | 24 (base 10) |
| Cunning | 25 (base 11) |
Resources
| Life | -63/820 |
| Stamina | 163/233 |
| Vim | 123/143 |
| Healing Factor | 0.5405405405405 |
| Regeneration | 1.2162162162161 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +118.72307323196% |
Vision
| Sight | 10 |
| Lite | 3 |
| Infravision | 5 |
| See Stealth | 25.317568314034 |
| See Invisible | 25.317568314034 |
Offense: Mainhand
| Damage | 82 |
| Accuracy | 44 |
| Crit Chance | 30% |
| APR | 13 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 49 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Mind
| Mindpower | 23 |
| Crit Chance | 10% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +18% |
| Physical | +6% |
| Fire | +12% |
| Blight | +6% |
| Arcane | +18% |
| Cold | +15% |
| All | 0% |
Offense: Damage Penetration
| Arcane | +10% |
| Fire | +15% |
| Mind | +10% |
Defense: Base
| Armour (hardiness) | 92.624206293847 (81.030927835052%) |
| Defense | 45 |
| Ranged Defense | 45 |
| Fatigue | 28 |
| Physical Save | 23 |
| Spell Save | 32 |
| Mental Save | 34 |
Defense: Resistances
| Acid | + 40%( 70%) |
| Lightning | + 50%( 70%) |
| Darkness | + 64%( 70%) |
| Cold | + 54%( 70%) |
| Blight | + 52%( 70%) |
| Physical | + 38%( 70%) |
| Fire | + 53%( 70%) |
| All | + 32%( 70%) |
Defense: Immunities
| Instadeath Resistance | 100% |
| Stun Resistance | 23% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse 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 create a protective shield absorbing at most 357 damage for 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 19 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 5 Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Constitution stat. |
Class Talents
| Technique / Combat techniques | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Wrath | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Shadowflame | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 5/5 |
| Corruption / Torture | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Heart of Fire | 1.20 |
| 2/5 |
| 2/5 |
| 3/5 |
| 1/5 |
| Corruption / Brutality | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Corruption / Demonic strength | 1.50 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 2/5 |
| 0/5 |
| Corruption / Oppression | 1.20 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Cunning / Survival | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Corruption / Hexes | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
| talent | Flame of Urh'Rok |
| talent | Abyssal Shield |
| talent | Chant of Fortitude |
| beneficial effect | The target is out of phase with reality, increasing defense by 32, resist all by 32%, and reducing the duration of detrimental timed effects by 32%. Out of PhaseThese effects cap at 40%. |
| detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
| detrimental effect | Huge cut that bleeds, doing 40.80 physical damage per turn and decreasing all heals received by 50%. Deep Wound |
| beneficial effect | Turn into a wraith, passing through walls (but not natural obstacles), granting 12 defense and 10 armour. Wraithform |
| detrimental effect | Target is marked, leaving them vulnerable to marked shots. Marked |
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 graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | 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 successfully escorted the lone alchemist to the recall portal on level 3 of Norgos Lair. Escort: lone alchemist (level 3 of Norgos Lair)As a reward you improved Magic by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 4 of Old Forest. Escort: lost warrior (level 4 of Old Forest)As a reward you improved talent Exotic Weapons Mastery (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Heightened Senses (+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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed vial of greater demon bile. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed chunk of ghoul flesh. * You've found the needed bloated horror heart. * '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.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * You've found the needed sandworm tooth. * You've found the needed pouch of luminous horror dust. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed wretchling eyeball. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | 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 within1 lumberjacks have died. | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Aderiath the Blizzardpiercer (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +9 Dex +2 Wil +5 Lck dps ---------- Dmg.mod +3% fire Res.pen +15% fire Melee Ret 6 cold ----- def ----- Armour +3 Resists +9% cold Stealth +8 A pair of boots made of leather. |
| Light source | 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.2 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 123.75 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 123.75 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | bladed hardened leather cap of absorption (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature/Master While equipped: Stats +6 Str ----- def ----- Armour +3 Fatigue +3% ---------- misc Stam/ret +1.20 Equi/ret +1.00 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 132.0 Physical damage. If the attack hits, the target is confused (36% 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. |
| Tool | Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | warrior's steel ring of perseverance0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 HP.reg +2.00 Stun/Frz- +23% Rings can have magical properties. |
| On fingers | steel onyx ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con dps ---------- Acc +9 (+3 eff.) Apr +11 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 3 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 92% 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. Rings can have magical properties. |
| Around waist | Runuhir1.0 T3 belt armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +5 Dex +7 Wil +6 Cun +5 Lck dps ---------- Crit.mult +10.00% ----- def ----- Resists +3% acid Mind.save +7 (+4 eff.) Anom.red +12 Stealth +7 Max.HP +135.00 ---------- misc T.Disarm +12 Max.mana +56.00 Max.stam +35.00 Max.hate +15.00 Max.psi +29.00 Max.vim +27.00 Max.P.En +24.00 Max.N.En +22.00 Infravis +5 A belt that goes around your waist. |
| In main hand | Cindersteel (32.5-52 power, 2 apr)3.0 T3 greatsword 2H weapon [Rare] Psionic Power 32.5 - 52.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +14 darkness +8 arcane Against +16% Living On Crit.r2 +20 mind While equipped: dps ---------- Dmg.mod +6% blight +6% fire Res.pen +10% arcane ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% Massive two-handed swords. |
| On hands | dwarven-steel gauntlets 'Murktyphoon' (0 def, 9 armour)1.5 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +3% fire +18% darkness +6% physical ----- def ----- Armour +9 Fatigue +3% Resists +3% darkness ---------- misc Equi/ret +0.04 Max.psi +10.00 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. |
| Main armor | Yvibretha the voratun plate armour (0 def, 24 armour)17.0 T5 massive armor Reqs - Massive armour training Str 60 [Random Unique] Nature/Master While equipped: Stats +4 Wil dps ---------- Dmg.mod +18% arcane Res.pen +10% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +24 Fatigue +22% Resists +8% acid +8% physical +18% darkness +30% blight +9% fire +27% lightning +10% cold ---------- misc Light +2 A suit of armour made of metal plates. |
| Cloak | thick linen cloak of protection (1 def, 5 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +5 Defense +1 (+1 eff.) Resists +11% cold Spell.save +6 (+3 eff.) Mind.save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | steel amulet 'Hailwyrd'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Cun +3 Dex dps ---------- Phys.crit +1.0% Crit.mult +15.00% Dmg.mod +15% cold ----- def ----- Resists +3% cold Amulets can have magical properties. |
Inventory
regeneration infusion of the wizard (heal 314; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 314 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the sneak (range 4; phase 13; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 15 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 13%, your defense is increased by 13 and all your resistances by 13%. Its effects scale with your Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
blink rune of the titan (range 3; phase 12; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 3 Cooldown 12 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 12%, your defense is increased by 12 and all your resistances by 12%. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 11; resist 16%; move 39%; dur 5; cd 17)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 16% all resistance, you move 39% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 49; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 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 49 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 50; dur 3; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 50 damage for 3 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 247; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 247 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 277; dur 3; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 277 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Radheromirath the Frostfist0.1 T5 amulet jewelry [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +3% cold Res.pen +15% darkness ----- def ----- Armour +5 Defense +6 (+2 eff.) Fatigue -7% Resists +11% physical +3% darkness +18% cold Res.Cap +4% all Phys.save +20 (+10 eff.) HP.reg +3.00 ---------- misc Stam/turn +0.80 Amulets can have magical properties. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets can have magical properties. |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets can have magical properties. |
restful copper amulet0.1 T1 amulet jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% HP.reg +2.00 Amulets can have magical properties. |
warrior's copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +3 Mag ----- def ----- Resists +5% physical ---------- misc Stam/turn +0.30 Amulets can have magical properties. |
Aduyakira the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str ----- def ----- HP.reg +2.00 Heal.mod +10% Confus- +20% Stun/Frz- +23% ---------- misc Stam/turn +1.00 Rings can have magical properties. |
copper ring 'Zerodudir'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Acc +5 (+2 eff.) ----- def ----- Armour +2 Defense +15 (+5 eff.) Resists +12% lightning +6% mind Mind.save +6 (+3 eff.) Confus- +24% Rings can have magical properties. |
copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% light ----- def ----- Resists +22% light Rings can have magical properties. |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings can have magical properties. |
copper ring of time (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +10% temporal ----- def ----- Resists +10% temporal Rings can have magical properties. |
psionicist's copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: Stats +2 Wil ----- def ----- Mind.save +10 (+5 eff.) Confus- +23% Rings can have magical properties. |
psionicist's copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Mind.save +6 (+3 eff.) Rings can have magical properties. |
psionicist's steel ring0.1 T2 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil ----- def ----- Mind.save +6 (+3 eff.) Rings can have magical properties. |
rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Max.HP +21.00 Disarm- +20% Pinning- +22% Knockbk- +22% Rings can have magical properties. |
rogue's steel ring of light (+24%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +12% light ----- def ----- Defense +6 (+2 eff.) Resists +24% light Rings can have magical properties. |
savior's copper ring of fire (+20%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +10% fire ----- def ----- Resists +20% fire Phys.save +7 (+4 eff.) Spell.save +7 (+3 eff.) Mind.save +7 (+4 eff.) Rings can have magical properties. |
solipsist's steel ring of misery0.1 T2 ring jewelry [Ego++] Psionic While equipped: Stats +8 Cun +5 Wil dps ---------- Mind.pwr +6 (+3 eff.) Melee+ 11 physical Ranged+ 8 physical On Hit (Melee): * 10% chance to reduce all saves and defense by 16 On Hit (Ranged): * 10% chance to reduce all saves and defense by 16 ---------- misc Hate/m.crit +1.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
steel ring0.1 T2 ring jewelry [Normal] Rings can have magical properties. |
steel ring of lightning (+20%)0.1 T2 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings can have magical properties. |
Aeryra (32.5-48.75 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 32.5 - 48.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: dps ---------- Acc +12 (+4 eff.) ----- def ----- Defense +10 (+4 eff.) Spell.save +6 (+3 eff.) HP.reg +2.00 Poison- +20% Disarm- +48% Knockbk- +20% Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed battleaxes. |
Sootslice the steel battleaxe (23.5-35.25 power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Nature Power 23.5 - 35.3 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +20 darkness On Crit.r2 +17 lightning +14 cold While equipped: dps ---------- Mov.spd +36% Res.pen +16% lightning +16% cold ----- def ----- Resists +9% lightning +3% blight +9% acid Crit.dmg- 15.00% Massive two-handed battleaxes. |
Dagger of the Past (25-32.5 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Arcane Potentially it would go with a sword in the future. Power 25.0 - 32.5 Physical Uses 50% Mag, 50% Dex Acc+ +0.3% crit chance (max 25%) Apr +20 Crit +20.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Mov.spd +20% Dmg.mod +5% temporal ----- def ----- Defense +10 (+4 eff.) Spell.save +10 (+5 eff.) Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
steel dagger 'Chiregohir' (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Arcane/Master Power 11.0 - 14.3 Physical Uses 45% Dex, 45% Str Acc+ +0.3% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 light Against +5% Undead On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Dmg.mod +12% arcane +6% physical Res.pen +20% acid Acc +6 (+2 eff.) Sharp, short and deadly. |
steel greatmaul 'Ce'Nymita' (27-40.5 power, 2 apr)5.0 T2 greatmaul 2H weapon [Random Unique] Arcane Power 27.0 - 40.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +10 light Against +9% Undead On Hit: * 25% chance for lightning to strike from the target to a second target dealing 84 damage On Crit: * Splash the target with acid dealing 140 damage over 5 turns and reducing armor and accuracy by 18 While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Res.pen +20% blight Massive two-handed mauls. |
Gleamdare the stralite longsword (31.5-44.1 power, 5 apr)3.0 T4 longsword 1H weapon [Rare] Nature Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: Stats +8 Str +13 Dex +11 Mag +4 Wil +7 Cun +8 Con dps ---------- Res.pen +15% physical ----- def ----- Max.HP +80.00 HP.reg +4.00 ---------- misc Light +2 Sharp, long, and deadly. |
voratun longsword 'Chargetitan' (40-56 power, 6 apr)3.0 T5 longsword 1H weapon [Rare] Nature Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +11 nature While equipped: Stats +2 Str +6 Dex ----- def ----- Armour +4 Resists +6% lightning Phys.save +12 (+6 eff.) ---------- misc Stam/turn +2.00 Sharp, long, and deadly. |
Nature's Vengeance (40-56 power, 4 apr)3.0 T3 mace 1H weapon [Unique] Nature/Disrupt Power 40.0 - 56.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +9.0% Atk.spd 100% Melee+ +10 silence +18 nature While equipped: dps ---------- Acc +6 (+2 eff.) Rush: Level 3.3 Pwr.cost 15 out of 25/25. Range 8 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
iron mace 'Sewerspiker' (19.5-27.3 power, 2 apr)3.0 T1 mace 1H weapon [Rare] Master Power 19.5 - 27.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +3 Dex ----- def ----- Resists +3% nature Blunt and deadly. |
steel mace 'Eilinirilrata' (20.5-28.7 power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: Stats +11 Str +10 Dex +9 Mag +12 Wil +9 Cun +10 Con dps ---------- Mind.crit +2% Spell.pwr +5 (+2 eff.) ---------- misc Max.hate +8.00 Max.vim +10.00 Blunt and deadly. |
Serpent's Glare (7-7.7 power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 7.0 - 7.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 211.00 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
nature's vined mindstar (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +2% nature ----- def ----- Resists +3% blight Disease- +12% ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
thorny mindstar 'Betiwyn' (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Random Unique] Nature/Psionic Power 9.5 - 10.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Mag +3 Con dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) Dmg.mod +11% lightning +8% fire +3% temporal +10% cold ----- def ----- Phys.save +7 (+4 eff.) Spell.save +4 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +1.10 Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
River's Fury (23-32.2 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+4 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+3 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.18 cold damage and 13.99 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
stralite waraxe 'Corruptionshine' (29.5-41.3 power, 5 apr)3.0 T4 waraxe 1H weapon [Rare] Master Power 29.5 - 41.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.3% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% On Hit.r1 +20 mind On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Melee Ret 4 mind ----- def ----- Resists +5% arcane +6% nature Spell.save +6 (+3 eff.) One-handed war axes. |
Girdle of the Calm Waters1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
Hailmark1.0 T1 belt armor [Rare] Disrupt While equipped: dps ---------- Res.pen +10% cold ----- def ----- Armour +6 Resists +6% acid +12% fire +18% lightning +6% blight A belt that goes around your waist. |
Jaw of Rogroth1.0 T3 belt armor [Unique] Arcane While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) ---------- misc Vim/kill +4.00 Max.souls +3.00 Deal darkness damage equal to your 350% of your spellpower to a target, and, if it kills the target, restores 15% of max hp and all resources (except paradox and equilibrium). Uses 24 power out of 24/24 Rogroth's mouth happened to be about the same size as your waist. Interesting. |
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. |
rough leather belt1.0 T1 belt armor [Normal] 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. |
resilient linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Str +2 Con ----- def ----- Defense +1 (+1 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Icecutter (0 def, 0 armour)2.0 T3 cloth armor [Random Unique] Arcane While equipped: Stats +3 Mag +2 Wil dps ---------- Spell.crit +7% Spell.pwr +7 (+3 eff.) Dmg.mod +3% lightning +6% temporal +10% darkness +6% cold +9% arcane Res.pen +15% lightning +15% cold Melee Ret 6 cold ----- def ----- Resists +15% darkness +11% all Spell.save +24 (+10 eff.) ---------- misc Max.mana +41.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arann the Infernosage (3 def, 4 armour)3.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +12% fire Res.pen +20% fire On Hit (Melee): * 10% chance to reduce all saves and defense by 16 ----- def ----- Armour +4 Defense +3 (+1 eff.) Fatigue +3% Resists +3% mind ---------- misc Max.hate +4.00 Evasion: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 23% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethetta the elven-silk wizard hat (3 def, 0 armour)2.0 T5 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Con dps ---------- Dmg.mod +16% acid Apr +3 ----- def ----- Defense +3 (+1 eff.) Resists +24% acid Phys.save +18 (+9 eff.) A pointy cloth hat, very wizardly... |
grounding iron helm of the depths (0 def, 3 armour)3.0 T1 head armor [Ego] Nature While equipped: ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +6% temporal +5% cold ---------- misc Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
insulating rough leather cap of strength (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +6% cold A cap made of leather. |
linen wizard hat 'Splendourreign' (1 def, 6 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +5% lightning +6% temporal +3% light Mind.save +15 (+7 eff.) Die.at -40.00 life A pointy cloth hat, very wizardly... |
linen wizard hat of arcana (1 def, 0 armour)2.0 T1 head armor [Ego+] Arcane While equipped: Stats +4 Mag +4 Wil dps ---------- Spell.pwr +4 (+2 eff.) ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
linen wizard hat of fire (+16%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% fire ----- def ----- Defense +1 (+1 eff.) Resists +16% fire A pointy cloth hat, very wizardly... |
thaloren hardened leather cap of dexterity (+2) (0 def, 3 armour)2.0 T3 head armor [Ego+] Master While equipped: Stats +2 Dex +4 Wil ----- def ----- Armour +3 Fatigue +3% Resists +5% blight Mind.save +6 (+3 eff.) A cap made of leather. |
Salilelle the Flashviper (2 def, 6 armour)14.0 T2 heavy armor [Rare] Nature While equipped: Stats +5 Str dps ---------- Dmg.mod +12% lightning +6% arcane Acc +10 (+3 eff.) ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Die.at -60.00 life Max.HP +24.00 HP.reg +3.00 Heal.mod +12% A suit of armour made of mail. |
Shineworm the steel mail armour (2 def, 13 armour)14.0 T2 heavy armor [Random Unique] Nature/Master While equipped: dps ---------- Dmg.mod +6% light Melee Ret 4 temporal ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% Resists +16% cold HP.reg +2.40 Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
Goritoblek (35 def, 14 armour)9.0 T5 light armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +15.00% Phys.pwr +8 (+2 eff.) ----- def ----- Armour +14 Defense +35 (+12 eff.) Fatigue +8% Resists +5% arcane Crit.dmg- 10.00% Phys.save +18 (+9 eff.) Max.HP +60.00 A suit of armour made of leather. |
Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+3 eff.) Rng.Def +8 (+3 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
exposing dwarven-steel shield of winter (0 def, 6 armour, 80.5 block)7.0 T3 shield armor [Ego+] Nature/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Wil dps ---------- On shield block: * Deals 72 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 8% chance to reduce all saves and defense by 16 On Melee Ret: * 19% chance to reduce all saves and defense by 16 ----- def ----- Armour +6 Fatigue +8% Resists +10% cold ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield 'Uloromihek' (0 def, 28 armour, 140.5 block)7.0 T4 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Str +3 Dex dps ---------- Phys.pwr +20 (+6 eff.) ----- def ----- Armour +28 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
voratun shield 'Chamogalin' (0 def, 18 armour, 198 block)7.0 T5 shield armor [Rare] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Dmg.mod +6% acid ----- def ----- Armour +18 Fatigue +8% Resists +9% cold Spell.save +6 (+3 eff.) Max.HP +144.00 Heal.mod +10% ---------- misc Talents +1 Block Handheld deflection devices. |
chilling quiver of yew arrows of erosion (24/24, 33.5-46.9 power, 10 apr)3.0 T3 arrow ammo [Ego] Arcane/Nature Power 33.5 - 46.9 Physical Uses 50% Str, 70% Dex Acc+ +0.3% crit chance (max 25%) Apr +10 Crit +2.0% Capacity 24 Ranged+ +8 nature +14 cold Arrows are used with bows to pierce your foes to death. |
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. |
241 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
12 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 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. |
11 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. |
Erelyneg the Brightbreacher (dig speed 24 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +3 Cun +2 Str dps ---------- Dmg.mod +9% light Acc +5 (+2 eff.) Melee Ret 4 light ----- def ----- Resists +6% lightning +24% fire ---------- misc Light +2 Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
8 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Swampbraze2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Phys.crit +1.0% Acc +5 (+2 eff.) ----- def ----- Armour +2 Resists +9% nature Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +5 See.Invis +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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
ash totem of summon tentacle [power 155] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 390 Base Damage: 163 Armor: 10 All Resist: 2 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
12 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. |
15 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. |
11 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. |
4 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
Bringer of Doom (Roguelike)
Killed a Bringer of Doom.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 22
68th Haze 122nd year of Ascendancy at 06:52 see stats
Curse Lifter (Roguelike)
Killed Ben Cruthdar the Cursed.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 14
44th Dusk 122nd year of Ascendancy at 07:24 see stats
Exterminator (Roguelike)
Killed 1000 creatures.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 16
63rd Dusk 122nd year of Ascendancy at 21:08 see stats
Hell has no fury like a demon scorned! (Roguelike)
Escaped the Searing Halls.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 5
77th Pyre 122nd year of Ascendancy at 12:37 see stats
Level 10 (Roguelike)
Got a character to level 10.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 10
17th Dusk 122nd year of Ascendancy at 16:29 see stats
Level 20 (Roguelike)
Got a character to level 20.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 20
38th Haze 122nd year of Ascendancy at 15:58 see stats
Once bitten, twice shy (Roguelike)
Escaped the Anteroom of Agony.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 22
42nd Haze 122nd year of Ascendancy at 22:03 see stats
Poisonous (Roguelike)
Sided with the assassin lord.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 19
35th Haze 122nd year of Ascendancy at 22:21 see stats
The Arena (Roguelike)
Unlocked Arena mode.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 12
31st Dusk 122nd year of Ascendancy at 08:31 see stats
The secret city (Roguelike)
Discovered the truth about mages.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 12
29th Dusk 122nd year of Ascendancy at 01:26 see stats
Treasure Hunter (Roguelike)
Amassed 1000 gold pieces.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 18
70th Dusk 122nd year of Ascendancy at 10:33 see stats
Unstoppable (Roguelike)
Returned from the dead.By Tony Hawk's Pro Skater 3 the Ogre Doombringer level 15
58th Dusk 122nd year of Ascendancy at 02:43 see stats
Log
Thought-forged bowman's Shoot hits Tony Hawk's Pro Skater 3 for 8 physical, 6 nature (14 total damage).
Deep Wound from Thought-forged bowman hits Tony Hawk's Pro Skater 3 for 21 physical damage.
Lisawyn the cave bear is not disabled anymore.
Lisawyn the cave bear converts some damage to Psi!
Tony Hawk's Pro Skater 3 receives 1 healing from Devouring flames from Tony Hawk's Pro Skater 3.
Burning from Tony Hawk's Pro Skater 3 hits Lisawyn the cave bear for 5 to psi, 8 fire (13 total damage).
Thought-forged bowman receives 5 healing.
Lisawyn the cave bear receives 5 healing (5 psi heal).
Tony Hawk's Pro Skater 3 is no longer suffering from insomnia.
Deep Wound from Thought-forged bowman hits Tony Hawk's Pro Skater 3 for 21 physical damage.
Tony Hawk's Pro Skater 3 casts Rune: Blink.
Tony Hawk's Pro Skater 3 is out of phase.
Lisawyn the cave bear stops burning.
Tony Hawk's Pro Skater 3 receives 1 healing from Devouring flames from Tony Hawk's Pro Skater 3.
Thought-forged bowman receives 5 healing.
Lisawyn the cave bear receives 5 healing (5 psi heal).
Talent Rune: Shatter Afflictions is ready to use.
Deep Wound from Thought-forged bowman hits Tony Hawk's Pro Skater 3 for 13 physical damage.
Lisawyn the cave bear uses Mind Sear.
Lisawyn the cave bear's mind surges with critical power!
Lisawyn the cave bear hits Tony Hawk's Pro Skater 3 for 166 mind damage.
Tony Hawk's Pro Skater 3 the level 22 ogre doombringer was mentally tortured to death by Lisawyn the cave bear on level 1 of Bearscape.
Tony Hawk's Pro Skater 3 is no longer out of phase.
Tony Hawk's Pro Skater 3 deactivates Chant of Fortitude.
Tony Hawk's Pro Skater 3 deactivates Abyssal Shield.
Tony Hawk's Pro Skater 3's deep wound closes.
Tony Hawk's Pro Skater 3 returns to normal.
Tony Hawk's Pro Skater 3 deactivates Flame of Urh'Rok.
























































































































