










Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | 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:
Items Vault 1.7.0Donators/Buyers bonus! 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.
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:
Better Item Description 1.7.2This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Nightmare Adventure |
| Sex | Male |
| Race | Drem |
| Class | Wyrmic |
| Level / Exp | 22 / 80% |
| Size | medium |
| Lifes / Deaths | Killed by Belumina the void horror at level 15 on the 4th Wealth 122nd year of Ascendancy at 08:55 0 / 6Killed by Calanomb the thalore at level 18 on the 14th Dearth 122nd year of Ascendancy at 06:57 Killed by armoured skeleton warrior at level 20 on the 37th Dearth 122nd year of Ascendancy at 20:14 Killed by Velorildawe the Guardian at level 22 on the 30th Shortage 122nd year of Ascendancy at 04:16 Killed by Velorildawe the Guardian at level 22 on the 30th Shortage 122nd year of Ascendancy at 05:09 Killed by Aerovena the skeleton warrior at level 22 on the 12nd Iron 123rd year of Ascendancy at 03:12 |
Primary Stats
| Strength | 59 (base 37) |
| Dexterity | 21 (base 10) |
| Constitution | 31 (base 11) |
| Magic | 29 (base 14) |
| Willpower | 51 (base 51) |
| Cunning | 36 (base 15) |
Resources
| Life | -236/805 |
| Equilibrium | 78 |
| Soul | 10/10 |
| Healing Factor | 1.1658714593979 |
| Regeneration | 8.2008750942114 |
Speed
| Mental | +8.3093084429568% |
| Attack | +8.3093084429568% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 6 |
| See Invisible | 3 |
Offense: Mainhand
| Damage | 121 |
| Accuracy | 47 |
| Crit Chance | 30% |
| APR | 19 |
| Speed | 0.92 |
Offense: Spell
| Spellpower | 24 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 50 |
| Crit Chance | 25% |
| Speed | 0.92328167761007 |
Offense: Damage Bonus
| Acid | +34% |
| Nature | +6% |
| Blight | +5% |
| Physical | +8% |
| Mind | +5% |
| All | +2% |
Offense: Damage Penetration
| Acid | +26% |
| Darkness | +26% |
| Cold | +26% |
| Blight | +21% |
| Mind | +26% |
| Fire | +31% |
| All | +16% |
Defense: Base
| Armour (hardiness) | 11 (30%) |
| Defense | 15 |
| Ranged Defense | 15 |
| Fatigue | 4 |
| Physical Save | 31 |
| Spell Save | 24 |
| Mental Save | 33 |
Defense: Resistances
| Acid | + 37%( 70%) |
| Blight | + 16%( 70%) |
| Physical | + 13%( 70%) |
| Cold | + 15%( 70%) |
| All | + 11%( 70%) |
| Darkness | + 16%( 70%) |
| Light | + 19%( 70%) |
| Temporal | + 16%( 70%) |
| Lightning | + 15%( 70%) |
| Fire | + 14%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Disarm Resistance | 48% |
| Confusion Resistance | 32% |
| Pinning Resistance | 45% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 47% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 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 84 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. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 296 life over 5 turns. Its effects scale with your Strength stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Spell / Undead drake | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Higher draconic abilities | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 4/5 |
| 2/5 |
| 2/5 |
| 3/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
| Wild-gift / Harmony | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 3/5 |
| 2/5 |
| 2/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the lost defiler to the recall portal on level 4 of Old Forest. Escort: lost defiler (level 4 of Old Forest)As a reward you improved Cunning 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 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved Constitution by +5. | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Heart of the Gloom. Escort: temporal explorer (level 2 of Heart of the Gloom)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * 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. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 40. | 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 avoidance. He has given you some notes on the ingredients: * You've found the needed vial of squid ink. * You've found the needed pouch of luminous horror dust. * You've found the needed orc heart. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * '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.' * You've found the needed snow giant kidney. * You've found the needed giant spider spinneret. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of explosive force. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed wretchling 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.' Ungrol of Last Hope needs your help making an elixir of stoneskin. 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 bloated horror heart. * You've found the needed minotaur nose. | 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 |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
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 | pair of rough leather boots 'Eilinath' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Crit.mult +10.00% Dmg.mod +3% blight +3% mind Res.pen +5% blight ----- def ----- Armour +1 Resists +5% lightning +6% temporal Mind.save +3 (+2 eff.) A pair of boots made of leather. |
| Light source | Geturuihor the Coalsun2.0 T1 lite [Rare] Nature While equipped: Stats +2 Wil +3 Con dps ---------- Melee Ret 4 darkness ----- def ----- Resists +3% fire Crit.dmg- 5.00% Max.HP +40.00 ---------- misc Light +3 See.Invis +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Malyldir the dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +11 Str +7 Dex +3 Con dps ---------- Phys.pwr +30 (+8 eff.) Acc +15 (+5 eff.) ----- def ----- Armour +4 Fatigue +4% Resists +12% acid 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 391.5 Physical damage. If the attack hits, the target is confused (31% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
| Tool | It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 10 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
| On fingers | copper ametrine ring0.1 T1 ring jewelry [Random Unique] Master While equipped: Stats +2 Str +3 Cun +2 Con dps ---------- Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all On Hit (Melee): * 10% chance to reduce damage dealt by 25% ----- def ----- Armour +4 Defense +6 (+5 eff.) Phys.save +9 (+4 eff.) Max.HP +22.00 Disarm- +20% Pinning- +24% Knockbk- +20% ---------- misc Stam/turn +3.00 Rings make your fingers look great! |
| On fingers | Murkrazor the steel ring0.1 T2 ring jewelry [Rare] Master While equipped: Stats +5 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +10 (+3 eff.) Res.pen +10% darkness ----- def ----- Max.HP +25.00 Disarm- +28% Pinning- +21% Knockbk- +27% ---------- misc Max.hate +6.00 Rings make your fingers look great! |
| Around waist | Vorissra1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% acid Res.pen +10% acid Melee Ret 10 acid ----- def ----- Resists +6% light +6% darkness A belt that goes around your waist. |
| In main hand | Lorerobar the Blazepulverizer (69-104 power, 4 apr)3.0 T5 battleaxe 2H weapon [Random Unique] Arcane/Master Power 69.0 - 103.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +8.0% Atk.spd 100% On Hit.r1 +12 fire On Crit.r2 +20 arcane While equipped: dps ---------- Res.pen +16% all Acc +26 (+9 eff.) Apr +7 ---------- misc Light +3 Massive two-handed battleaxes. |
| On hands | Freezetitan the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+2 eff.) Melee+ 7 acid 7 nature Dmg.mod +5% acid +4% nature Res.pen +10% cold ----- def ----- Armour +2 Resists +6% acid +3% cold +5% nature +6% blight 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. |
| Main armor | Mankini (0 def, 0 armour)2.0 T1 cloth armor [Unique] While equipped: ----- def ----- Resists +7% all You have never taken it off. Revealing, green, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
| Cloak | Sundash the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Crit.mult +19.00% Mind.pwr +15 (+5 eff.) Res.pen +10% mind +15% fire Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +2 (+2 eff.) Resists +3% light Stealth +8 ---------- misc Max.hate +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | copper amulet 'Silyth'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +5 Mag +3 Cun +3 Con dps ---------- Phys.crit +1.0% Crit.mult +10.00% Dmg.mod +6% physical ----- def ----- Die.at -20.00 life ---------- misc Stam/turn +2.00 Amulets make your neck look great! |
Inventory
movement infusion of the wizard (speed 504%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 504% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 258; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 258 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. Press to compare to your current inscriptions |
shielding rune of the wizard (absorb 221; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 221 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. |
The Black Core0.1 T2 amulet jewelry [Unique] Arcane While equipped: ----- def ----- Resists +15% darkness Die.at -100.00 life Blind- +100% ---------- misc Infravis +6 Masteries +0.20 Corruption/Black-magic ShadowPwr +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil ----- def ----- Resists +12% mind Confus- +21% Amulets make your neck look great! |
insulating copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +12% fire +12% cold Amulets make your neck look great! |
serendipitous steel amulet of cunning (+5)0.1 T2 amulet jewelry [Ego+] Nature While equipped: Stats +5 Lck +2 Cun dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +7 (+6 eff.) Unseen.red 12% Amulets make your neck look great! |
steel amulet 'Shadowwire'0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Con dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Armour +4 Resists +15% acid Die.at -40.00 life Amulets make your neck look great! |
steel amulet of cunning (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
copper ring 'Rainkarma'0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Mag +3 Wil +1 Con dps ---------- Dmg.mod +11% lightning Res.pen +10% nature ----- def ----- Resists +22% lightning +2% physical Rings make your fingers look great! |
copper ring of aether (+11%)0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Dmg.mod +11% arcane ----- def ----- Resists +11% arcane Rings make your fingers look great! |
mule's copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Fatigue -4% Resists +22% acid ---------- misc Max.enc +21 Rings make your fingers look great! |
psionicist's copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Wil dps ---------- Acc +8 (+3 eff.) Apr +7 ----- def ----- Defense +8 (+6 eff.) Mind.save +6 (+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 4 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 132% 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 make your fingers look great! |
rogue's steel ring of arcana (+0.15/turn)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +4 Cun ----- def ----- Defense +8 (+6 eff.) Silence- +29% ---------- misc Mana/turn +0.15 Rings make your fingers look great! |
titan's gold ring0.1 T3 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
titan's steel ring0.1 T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+3 eff.) Rings make your fingers look great! |
thought-forged steel battleaxe of erosion (22-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature/Psionic Power 21.5 - 32.2 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 nature +10 mind On Hit: * 20% chance to reduce all saves and defense by 31 While equipped: Stats +3 Cun +2 Wil Massive two-handed battleaxes. |
Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
steel greatsword 'Manadin' (23-37 power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Arcane Power 23.0 - 36.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Phasing +30% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 38 damage While equipped: Stats +5 Mag dps ---------- Spell.crit +4% Crit.mult +10.00% ---------- misc Max.vim +50.00 Massive two-handed swords. |
Serpent's Glare (7-8 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+ +0.2% 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 (+1 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 218.61 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
vined mindstar 'Foglace' (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Hit.r1 +8 lightning On Hit: * 20% chance to reduce damage dealt by 25% While equipped: Stats +4 Cun +8 Mag dps ---------- Mind.crit +2% Crit.mult +9.00% Mind.pwr +4 (+1 eff.) Res.pen +20% arcane ---------- 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. |
Frostreeve (15-18 power, 3 apr, arcane element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +1 Con dps ---------- Phys.crit +8.0% Spell.crit +2% Spell.pwr +12 (+6 eff.) Melee+ 25 arcane Dmg.mod +15% arcane Res.pen +5% cold Acc +5 (+2 eff.) ----- def ----- Defense +15 (+10 eff.) Resists +9% acid +4% physical ---------- misc Max.mana +49.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
River's Fury (23-32 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 (+5 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 7.05 cold damage and 7.47 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. |
Aeremira the iron waraxe (18-25 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 18.0 - 25.2 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Phys.pwr +20 (+5 eff.) ----- def ----- Resists +1% physical ---------- misc Max.hate +2.00 One-handed war axes. |
truestriking steel waraxe of corruption (14-20 power, 3 apr)3.0 T2 waraxe 1H weapon [Ego++] Arcane/Master Power 14.5 - 20.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 2 While equipped: dps ---------- Res.pen +6% physical Acc +5 (+2 eff.) Apr +6 One-handed war axes. |
Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 14.11 to 42.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Gunevon the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Wil +4 Mag ----- def ----- HP.reg +0.70 Heal.mod +13% ---------- misc Max.psi +20.00 Infravis +3 See.Invis +12 A belt that goes around your waist. |
hardened leather belt 'Porivena'1.0 T3 belt armor [Rare] Nature While equipped: Stats +5 Str +2 Dex +4 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Resists +9% blight +6% temporal Phys.save +5 (+2 eff.) Spell.save +9 (+4 eff.) Confus- +10% Knockbk- +20% ---------- misc Size +1 A belt that goes around your waist. |
nightruned rough leather belt of the giants1.0 T1 belt armor [Ego] Arcane/Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) ----- def ----- Resists +5% light +6% darkness Spell.save +5 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
rough leather belt 'Cracklestreak'1.0 T1 belt armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +3 (+1 eff.) Res.pen +10% lightning ----- def ----- Phys.save +6 (+3 eff.) Mind.save +3 (+2 eff.) Teleport- +20% A belt that goes around your waist. |
rough leather belt 'Umbrashine'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +3 (+1 eff.) Dmg.mod +3% darkness On Hit (Melee): * 20% chance to reduce armor by 24% ----- def ----- Resists +3% acid +9% cold +5% arcane +3% fire Spell.save +6 (+3 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Bethyrilaith (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +10 (+3 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +1% physical Max.HP +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nerata the Raingore (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Dex +4 Cun +1 Con dps ---------- Dmg.mod +9% cold Acc +3 (+1 eff.) Apr +3 ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Rhuthad the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil dps ---------- Crit.mult +5.00% S.pwr/crit +2 Dmg.mod +6% blight ----- def ----- Defense +1 (+1 eff.) Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.mana +80.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick linen cloak of protection (1 def, 6 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +12% cold Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+3 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+8 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
focusing woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Ego] Psionic While equipped: Stats +5 Mag +5 Wil ----- def ----- Resists +9% all ---------- misc Mana/turn +0.16 Psi/turn +0.12 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Arohell the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +4 Con dps ---------- Mind.crit +2% ----- def ----- Armour +3 Fatigue +2% Phys.save +12 (+6 eff.) Mind.save +23 (+10 eff.) ---------- misc Hate/m.crit +2.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Hathevor (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +12% acid ----- def ----- Armour +1 Resists +3% acid Mind.save +3 (+2 eff.) HP.reg +2.00 Heal.mod +10% ---------- misc Equi/ret +0.08 A pair of boots made of leather. |
pair of rough leather boots 'Arirekira' (0 def, 5 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Armour +5 Resists +1% physical Phys.save +9 (+4 eff.) ---------- misc Infravis +2 A pair of boots made of leather. |
pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +1 A pair of boots made of leather. |
Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 61.35 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
blighted hardened leather gloves of magic (+2) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Melee+ 9 blight Dmg.mod +5% arcane +6% blight ----- def ----- Armour +2 Resists +5% blight 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. |
dwarven-steel gauntlets 'Fogcrypt' (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 6 nature Dmg.mod +5% nature Acc +10 (+3 eff.) Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 25% ----- def ----- Armour +2 Fatigue +3% Resists +7% nature Die.at -40.00 life ---------- misc Max.stam +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. |
iron gauntlets of magic (+2) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
umbral dwarven-steel gauntlets of dexterity (+2) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +2 Dex dps ---------- Melee+ 6 darkness Dmg.mod +4% darkness Acc +12 (+4 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +5% darkness 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. |
Earytir (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Cun +1 Str dps ---------- Dmg.mod +12% acid ----- def ----- Armour +3 Fatigue +5% Resists +3% fire ---------- misc Stam/ret +1.00 Equi/ret +1.10 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Polodaba (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Str dps ---------- Phys.pwr +15 (+4 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +3% lightning +3% temporal ---------- misc Stam/turn +1.00 Equi/ret +1.00 Psi/ret +0.70 Hate/ret +0.80 A pointy cloth hat, very wizardly... |
Rootwrecker the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +12% fire +3% nature +9% mind Melee Ret 2 mind 4 cold ----- def ----- Defense +1 (+1 eff.) Resists +18% fire A pointy cloth hat, very wizardly... |
hardened leather cap 'Aralakath' (0 def, 3 armour)2.0 T3 head armor [Rare] Master While equipped: Stats +11 Dex +3 Mag +1 Wil +5 Cun ----- def ----- Armour +3 Fatigue +3% Resists +10% darkness Crit.dmg- 10.00% ---------- misc Infravis +5 A cap made of leather. |
linen wizard hat 'Gunyrelen' (6 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +3 Str +4 Mag +2 Wil ----- def ----- Defense +6 (+5 eff.) Resists +5% lightning +6% temporal Phys.save +9 (+4 eff.) A pointy cloth hat, very wizardly... |
Flamefiend (6 def, 4 armour)9.0 T2 light armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% blight Melee Ret 6 blight ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +18% lightning +6% fire +9% blight A suit of armour made of leather. |
prismatic cured leather armour of spell shielding (6 def, 4 armour)9.0 T2 light armor [Ego] Arcane While equipped: ----- def ----- Armour +4 Defense +6 (+5 eff.) Fatigue +7% Resists +6% arcane +11% light +12% darkness Spell.save +10 (+5 eff.) A suit of armour made of leather. |
Titanic (20 def, 18 armour, 48-58 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+12 eff.) Rng.Def +10 (+7 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
7 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. |
onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 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. |
lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+5 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 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. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+4 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. |
iron pickaxe of endurance (dig speed 36 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(108 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
scorching brass lantern of clarity2.0 T1 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 12 fire ----- def ----- Resists +5% fire Mind.save +5 (+3 eff.) ---------- misc Light +3 See.Stealth +8 See.Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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 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. |
Winterfist (12/12, 16-19 power, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 15.5 - 18.6 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 12 Rld cld 4 Ranged+ +8 cold +8 fire On Hit.r1 +4 lightning +8 cold +8 fire Shots are used with slings to pummel your foes to death. |
3 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. |
extending ash wand of clairvoyance [power 10] (15 cooldown)2.0 T2 wand charm [Ego+] Arcane Reveal the area around you, dispelling darkness (radius 10, power 51 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending ash wand of conjuration [power 165] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Fire a magical bolt dealing 168 cold damage Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
2 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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 (Nightmare (Adventure) difficulty)
Killed Ben Cruthdar the Cursed.By Drob Zombie the Drem Wyrmic level 12
19th Profit 122nd year of Ascendancy at 17:19 see stats
Exterminator (Nightmare (Adventure) difficulty)
Killed 1000 creatures.By Drob Zombie the Drem Wyrmic level 19
34th Dearth 122nd year of Ascendancy at 11:03 see stats
Home sweet home (Nightmare (Adventure) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Drob Zombie the Drem Wyrmic level 21
20th Loss 122nd year of Ascendancy at 02:35 see stats
Level 10 (Nightmare (Adventure) difficulty)
Got a character to level 10.By Drob Zombie the Drem Wyrmic level 10
3rd Acquisition 122nd year of Ascendancy at 15:38 see stats
Level 20 (Nightmare (Adventure) difficulty)
Got a character to level 20.By Drob Zombie the Drem Wyrmic level 20
36th Dearth 122nd year of Ascendancy at 08:07 see stats
Poisonous (Nightmare (Adventure) difficulty)
Sided with the assassin lord.By Drob Zombie the Drem Wyrmic level 21
2nd Shortage 122nd year of Ascendancy at 16:58 see stats
That was close (Nightmare (Adventure) difficulty)
Killed your target while having only 1 life left.By Drob Zombie the Drem Wyrmic level 20
37th Dearth 122nd year of Ascendancy at 20:14 see stats
The Arena (Nightmare (Adventure) difficulty)
Unlocked Arena mode.By Drob Zombie the Drem Wyrmic level 11
11st Profit 122nd year of Ascendancy at 07:47 see stats
The secret city (Nightmare (Adventure) difficulty)
Discovered the truth about mages.By Drob Zombie the Drem Wyrmic level 11
9th Profit 122nd year of Ascendancy at 01:26 see stats
Treasure Hunter (Nightmare (Adventure) difficulty)
Amassed 1000 gold pieces.By Drob Zombie the Drem Wyrmic level 21
18th Loss 122nd year of Ascendancy at 09:55 see stats
Log
Melee retaliation hits Aerovena the skeleton warrior for 7 acid, 2 darkness, 10 cold, 7 acid, 2 darkness, 10 cold (38 total damage).
Raze hits Aerovena the skeleton warrior for 6 darkness, 6 darkness, 6 darkness, 6 darkness, 9 darkness, 6 darkness (40 total damage).
Aerovena the skeleton warrior hits Drob Zombie for 38 physical, 5 temporal, 64 physical (107 total damage).
Bleeding from Aerovena the skeleton warrior hits Drob Zombie for 61 physical damage.
Deep Wound from Aerovena the skeleton warrior hits Drob Zombie for 50 physical damage.
You fail to use Dissolve due to your equilibrium!
Black Blood Bleeding from Drob Zombie hits Aerovena the skeleton warrior for 6 darkness damage.
Raze hits Aerovena the skeleton warrior for 5 darkness damage.
Aerovena the skeleton warrior performs a melee critical strike against Drob Zombie!
Melee retaliation hits Aerovena the skeleton warrior for 6 acid, 2 darkness, 9 cold, 6 acid, 2 darkness, 9 cold (32 total damage).
Raze hits Aerovena the skeleton warrior for 5 darkness, 5 darkness, 5 darkness, 5 darkness, 5 darkness, 5 darkness (32 total damage).
Aerovena the skeleton warrior hits Drob Zombie for 69 physical, 6 temporal, 41 physical (115 total damage).
Bleeding from Aerovena the skeleton warrior hits Drob Zombie for 68 physical damage.
Deep Wound from Aerovena the skeleton warrior hits Drob Zombie for 53 physical damage.
Drob Zombie tries to swallow Aerovena the skeleton warrior!
Drob Zombie misses Aerovena the skeleton warrior.
Black Blood Bleeding from Drob Zombie hits Aerovena the skeleton warrior for 6 darkness damage.
Raze hits Aerovena the skeleton warrior for 5 darkness damage.
Aerovena the skeleton warrior performs a melee critical strike against Drob Zombie!
Aerovena the skeleton warrior performs a melee critical strike against Drob Zombie!
Melee retaliation hits Aerovena the skeleton warrior for 6 acid, 2 darkness, 9 cold, 6 acid, 2 darkness, 9 cold (32 total damage).
Raze hits Aerovena the skeleton warrior for 5 darkness, 5 darkness, 5 darkness, 5 darkness, 5 darkness, 5 darkness (32 total damage).
Aerovena the skeleton warrior hits Drob Zombie for 60 physical, 6 temporal, 82 physical (148 total damage).
Drob Zombie is not stunned anymore.
Bleeding from Aerovena the skeleton warrior hits Drob Zombie for 72 physical damage.
Deep Wound from Aerovena the skeleton warrior hits Drob Zombie for 31 physical damage.
Drob Zombie fumbles and fails to use Rune: Mirror Image, injuring himself!





























































































































