Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Shalore |
Class | Reaver |
Level / Exp | 17 / 76% |
Size | medium |
Lifes / Deaths | Killed by Aeriwe the king cobra at level 17 on the 49th Haze 122nd year of Ascendancy at 22:23 / 1 |
Primary Stats
Strength | 40 (base 40) |
Dexterity | 13 (base 11) |
Constitution | 26 (base 21) |
Magic | 50 (base 31) |
Willpower | 17 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | -105/539 |
Mana | 111/231 |
Vim | 27/282 |
Healing Factor | 1.2816586254954 |
Regeneration | 6.7287077838508 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 6 |
See Invisible | 3 |
Offense: Mainhand
Damage | 69 |
Accuracy | 39 |
Crit Chance | 8% |
APR | 3 |
Speed | 1.00 |
Offense: Offhand
Damage | 52 |
Accuracy | 39 |
Crit Chance | 6% |
APR | 3 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 19 |
Crit Chance | 6% |
Speed | 1 |
Offense: Damage Bonus
Light | +5% |
Temporal | +3% |
Blight | +11% |
Mind | +12% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Arcane | +20% |
Light | +5% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 22 |
Ranged Defense | 22 |
Fatigue | 10 |
Physical Save | 23 |
Spell Save | 21 |
Mental Save | 18 |
Defense: Resistances
Blight | + 10%( 70%) |
Arcane | + 9%( 70%) |
Cold | + 13%( 70%) |
All | + 4%( 70%) |
Lightning | + 13%( 70%) |
Light | + 20%( 70%) |
Temporal | + 12%( 70%) |
Physical | + 5%( 70%) |
Darkness | + 17%( 70%) |
Mind | + 16%( 70%) |
Nature | + 4%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 20% |
Knockback Resistance | 20% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 406 damage for 5 turns. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 55 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 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 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Reaving combat | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Rot | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Corruption / Vim | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Plague | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: injured seer (level 1 of Ruins of Kor'Pul)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Scintillating Caves. Escort: injured seer (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Scintillating Caves. Escort: injured seer (level 3 of Scintillating Caves)As a reward you improved 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. | 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 AlchemistsMarus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * You've found the needed red crystal shard. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * You've found the needed black mamba head. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed giant spider spinneret. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within6 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots 'Growthlore' (0 def, 3 armour) pair of iron boots 'Growthlore' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee Ret 4 nature ----- def ----- Armour +3 Fatigue +2% Resists +6% lightning +5% temporal Mind.save +6 (+4 eff.) ---------- misc Equi/ret +0.04 Max.psi +40.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | brass lantern 'Lustrepain' brass lantern 'Lustrepain'2.0 T1 lite [Rare] Nature While equipped: Stats +1 Str +2 Mag ----- def ----- Resists +6% light Max.HP +42.00 ---------- misc Light +3 Infravis +2 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 | linen wizard hat 'Ulylar' (1 def, 0 armour) linen wizard hat 'Ulylar' (1 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +5 Mag +3 Con dps ---------- Dmg.mod +12% mind ----- def ----- Defense +1 (+0 eff.) Resists +12% mind Die.at -20.00 life ---------- misc See.Invis +3 A pointy cloth hat, very wizardly... |
On hands | hardened leather gloves 'Delytir' (0 def, 2 armour) hardened leather gloves 'Delytir' (0 def, 2 armour)1.0 T2 hands armor [Random Unique] Arcane/Psionic While equipped: Stats +2 Cun dps ---------- Melee+ 6 light 8 blight Dmg.mod +5% light +11% blight Acc +6 (+2 eff.) ----- def ----- Armour +2 Resists +6% blight +5% darkness +8% light Crit.chn- 10.00% ---------- misc Infravis +4 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 12 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | yew wand of lightning storm 'Murkravager' [power 296] (15 cooldown) yew wand of lightning storm 'Murkravager' [power 296] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +1 Dex dps ---------- Dmg.mod +12% fire ----- def ----- Resists +9% darkness +1% physical Die.at -20.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 59 lightning damage and will be dazed for 1 turn (296 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | titan's steel ring of tenacity titan's steel ring of tenacity0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
On fingers | Radiancegash Radiancegash0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Res.pen +5% light ----- def ----- HP.reg +2.00 Blind- +20% Stun/Frz- +20% ---------- misc Light +2 Rings make your fingers look great! |
Around neck | Falolesus Falolesus0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +1 Str +3 Wil dps ---------- Crit.mult +15.00% On Hit (Melee): * 10% chance to reduce all saves and defense by 13 ---------- misc Stam/turn +3.00 Max.stam +20.00 Amulets make your neck look great! |
In main hand | steel longsword 'Silamitira' (133% power, 3 apr) steel longsword 'Silamitira' (133% power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Master/Psionic Power 134% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 mind On Hit: * 14% chance to reduce all saves and defense by 13 While equipped: Stats +2 Cun +1 Wil dps ---------- Spell.crit +2% Spell.pwr +10 (+3 eff.) Dmg.mod +3% temporal ---------- misc Mana/turn +0.08 Sharp, long, and deadly. |
Around waist | blurring rough leather belt blurring rough leather belt1.0 T1 belt armor [Ego] Master While equipped: ----- def ----- Defense +8 (+4 eff.) Stealth +5 A belt that goes around your waist. |
In off hand | Betuvena (130% power, 3 apr) Betuvena (130% power, 3 apr)3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 131% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit.r1 +7 fire While equipped: dps ---------- Res.pen +20% arcane +5% mind On Hit (Melee): * 10% chance to reduce all saves and defense by 13 Blunt and deadly. |
Cloak | Nimbussquall the linen cloak (1 def, 0 armour) Nimbussquall the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +3% lightning +3% temporal +3% light +9% cold +5% arcane Max.HP +31.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide reinforced leather armour (12 def, 7 armour) troll-hide reinforced leather armour (12 def, 7 armour)9.0 T4 light armor [Ego+] Nature While equipped: ----- def ----- Armour +7 Defense +12 (+6 eff.) Fatigue +8% Max.HP +46.00 HP.reg +3.00 Heal.mod +15% A suit of armour made of leather. |
Inventory
shielding rune of the warrior (absorb 230; dur 3; cd 14) shielding rune of the warrior (absorb 230; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 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 230 damage for 3 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. |
copper amulet of magic (+2) copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
Vargh Redemption Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 9.26 cold and 9.26 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Flashstreaker (120% power, 2 apr) Flashstreaker (120% power, 2 apr)3.0 T2 battleaxe 2H weapon [Rare] Psionic Power 121% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 darkness Against +10% Living On Crit.r2 +8 lightning While equipped: ----- def ----- Resists +9% mind +3% fire Heal.mod +10% Stun/Frz- +20% Massive two-handed battleaxes. |
flaming iron battleaxe (111% power, 1 apr) flaming iron battleaxe (111% power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Arcane Power 111% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +9 fire Massive two-handed battleaxes. |
flaming steel battleaxe of massacre (140% power, 2 apr) flaming steel battleaxe of massacre (140% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Arcane/Master Power 140% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed battleaxes. |
balanced iron dagger of erosion (98% power, 5 apr) balanced iron dagger of erosion (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Nature/Master Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
Urthivon (154% power, 2 apr) Urthivon (154% power, 2 apr)5.0 T3 greatmaul 2H weapon [Random Unique] Disrupt/Master/Psionic Power 154% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Against +13% Unnatural On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% * Projects up to 5 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Acc +10 (+4 eff.) ----- def ----- Defense +12 (+6 eff.) Resists +3% acid Heal.mod +10% Poison- +20% Cut- +20% Disarm- +31% Massive two-handed mauls. |
hateful steel greatmaul of massacre (141% power, 2 apr) hateful steel greatmaul of massacre (141% power, 2 apr)5.0 T2 greatmaul 2H weapon [Ego] Master/Psionic Power 142% Range: 1.5x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.0% Atk.spd 100% Melee+ +9 darkness Against +7% Living Massive two-handed mauls. |
Blindpanic the steel greatsword (129% power, 2 apr) Blindpanic the steel greatsword (129% power, 2 apr)3.0 T2 greatsword 2H weapon [Rare] Psionic Power 129% Range: 1.6x Uses 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +12 darkness Against +12% Living While equipped: Stats +5 Cun +1 Dex dps ---------- Melee Ret 4 darkness ----- def ----- Resists +6% acid +6% cold ---------- misc Light +3 Massive two-handed swords. |
Flashsmasher the iron longsword (101% power, 2 apr) Flashsmasher the iron longsword (101% power, 2 apr)3.0 T1 longsword 1H weapon [Rare] Arcane Power 101% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +8 fire While equipped: ----- def ----- Defense +15 (+7 eff.) Resists +3% nature Disarm- +20% Knockbk- +10% ---------- misc Light +3 Sharp, long, and deadly. |
horrifying vined mindstar of clarity (85% power, 18 apr, nature damage) horrifying vined mindstar of clarity (85% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% 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.) Melee+ 4 mind 3 darkness Dmg.mod +4% mind +4% darkness ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +10.00 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. |
vined mindstar 'Gloomspitter' (87% power, 18 apr, nature damage) vined mindstar 'Gloomspitter' (87% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Rare] Nature Power 87% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% On Crit.r2 +8 darkness While equipped: Stats +1 Wil dps ---------- Mind.crit +2% Crit.mult +20.00% Mind.pwr +4 (+2 eff.) S.pwr/crit +8 Melee+ 4 lightning 4 physical 4 fire 3 acid 4 cold ----- def ----- Resists +4% lightning +3% physical +4% cold +4% fire +4% acid ---------- misc Max.vim +20.00 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. |
vined mindstar of balance (83% power, 18 apr, mind damage) vined mindstar of balance (83% power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% 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.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+2 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.80 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. |
Chamorakath (111% power, 3 apr, blight element) Chamorakath (111% power, 3 apr, blight element)5.0 T2 staff 2H weapon [Rare] Nature Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Str +2 Mag +6 Cun dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% blight ----- def ----- Defense +5 (+2 eff.) ---------- misc Light +2 See.Invis +6 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 69.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
Dairilathadan (118% power, 3 apr, cold element) Dairilathadan (118% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Arcane Power 119% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +8 Wil +2 Cun dps ---------- Spell.crit +2% Spell.pwr +9 (+3 eff.) Dmg.mod +19% cold Melee Ret 6 mind ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Plaguewill the ash magestaff (111% power, 3 apr, cold element) Plaguewill the ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Rare] Master Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Crit.mult +12.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness +15% cold Res.pen +25% nature +5% cold Melee Ret 2 nature ----- def ----- Resists +6% nature ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash magestaff (111% power, 3 apr, cold element) ash magestaff (111% power, 3 apr, cold element)5.0 T2 staff 2H weapon [Normal] Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% cold ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Glacierrend' (100% power, 2 apr, darkness element) elm starstaff 'Glacierrend' (100% power, 2 apr, darkness element)5.0 T1 staff 2H weapon [Rare] Nature Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +5.0% Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% darkness Res.pen +10% physical ----- def ----- Defense +6 (+3 eff.) Resists +12% cold Die.at -40.00 life ---------- misc Stam/turn +2.00 Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 69.19 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff 'Dagidir' (100% power, 2 apr, blight element) elm vilestaff 'Dagidir' (100% power, 2 apr, blight element)5.0 T1 staff 2H weapon [Rare] Master Power 100% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +4.0% Spell.crit +7% Crit.mult +26.00% Spell.pwr +3 (+1 eff.) Dmg.mod +10% blight ----- def ----- Resists +9% lightning +3% darkness +6% light ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering ash starstaff (111% power, 3 apr, temporal element) shimmering ash starstaff (111% power, 3 apr, temporal element)5.0 T2 staff 2H weapon [Ego] Arcane Power 111% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +15% temporal ---------- misc Mana/turn +0.10 Max.mana +40.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic steel steamsaw of erosion (65% power, 0 apr) acidic steel steamsaw of erosion (65% power, 0 apr)3.0 T2 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Power 112% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +2.0% Atk.spd 100% Block +20 Melee+ +5 nature Uses 1.0 Steam When used to Attack: On Hit: * 12% chance to reduce armor by 31% While equipped: dps ---------- Melee+ 6 acid Melee Ret 3 acid ----- def ----- Armour +3 Defense +4 (+2 eff.) Fatigue +6% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
balanced dwarven-steel steamsaw of cold resistance (+15%) (123% power, 0 apr) balanced dwarven-steel steamsaw of cold resistance (+15%) (123% power, 0 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 123% Range: 1.5x Uses 100% Str Dmg Phys.bleed Acc+ +0.2% crit chance (max 25%) Crit +3.0% Atk.spd 100% Block +40 Uses 1.0 Steam While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Armour +4 Defense +16 (+8 eff.) Fatigue +8% Resists +15% cold Disarm- +21% ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Huregoruimas the steel waraxe (110% power, 3 apr) Huregoruimas the steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 cold On Crit.r2 +12 blight On Hit: * 20% chance to reduce strength, dexterity, and constitution by 21 While equipped: dps ---------- Res.pen +10% acid ----- def ----- Resists +9% acid +9% blight One-handed war axes. |
Magmahue the steel waraxe (104% power, 3 apr) Magmahue the steel waraxe (104% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 105% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +16 mind While equipped: dps ---------- Dmg.mod +12% fire Acc +7 (+3 eff.) Melee Ret 4 fire ----- def ----- Defense +7 (+3 eff.) Resists +3% mind +3% fire Disarm- +25% One-handed war axes. |
arcing steel waraxe (110% power, 3 apr) arcing steel waraxe (110% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane Power 110% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage One-handed war axes. |
balanced steel waraxe of the mystic (102% power, 3 apr) balanced steel waraxe of the mystic (102% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 102% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: Stats +1 Mag +2 Wil dps ---------- Spell.pwr +6 (+2 eff.) Acc +7 (+3 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +25% One-handed war axes. |
manaburning steel waraxe (107% power, 3 apr) manaburning steel waraxe (107% power, 3 apr)3.0 T2 waraxe 1H weapon [Ego] Disrupt Power 107% Range: 1.4x Uses 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit: * 12 arcane resource burn One-handed war axes. |
enveloping linen cloak of the voidstalker (7 def, 0 armour) enveloping linen cloak of the voidstalker (7 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane/Master While equipped: ----- def ----- Defense +7 (+3 eff.) Resists +10% darkness +12% temporal Phys.save +6 (+3 eff.) Def/telep +11 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of Eldoral (1 def, 0 armour) linen cloak of Eldoral (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lisotha the woollen robe (0 def, 0 armour) Lisotha the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +6% Mind.pwr +3 (+2 eff.) On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Resists +6% blight +9% all Mind.save +15 (+8 eff.) ---------- misc Hate/m.crit +3.00 Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of corrosion (+15%) (0 def, 0 armour) cashmere robe of corrosion (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +10% acid ----- def ----- Resists +15% acid +11% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
pair of rough leather boots 'Halarion' (0 def, 1 armour) pair of rough leather boots 'Halarion' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% temporal Res.pen +15% temporal Melee Ret 2 temporal On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +1 Resists +9% acid HP.reg +2.00 Heal.mod +11% Def/telep +10 Res/telep +10% Dur/telep +10% A pair of boots made of leather. |
traveler's pair of iron boots of tirelessness (0 def, 3 armour) traveler's pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue -2% Phys.save +5 (+3 eff.) ---------- misc Max.enc +22 Stam/turn +0.40 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Boltwarden (0 def, 2 armour) Boltwarden (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Cun dps ---------- Phys.crit +5.0% Spell.crit +8% Mind.crit +5% Crit.mult +27.00% Melee Ret 2 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 13 ----- def ----- Armour +2 Fatigue +3% Resists +6% mind 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. |
Scaldraze (10 def, 8 armour) Scaldraze (10 def, 8 armour)1.0 T2 hands armor [Rare] Nature While equipped: Stats +1 Dex +5 Wil dps ---------- Phys.crit +1.0% Melee+ 7 physical Dmg.mod +5% physical Res.pen +5% fire Acc +10 (+4 eff.) ----- def ----- Armour +8 Defense +10 (+5 eff.) Mind.save +3 (+2 eff.) Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Con ----- def ----- Armour +2 Fatigue +3% Phys.save +15 (+8 eff.) Spell.save +4 (+2 eff.) Mind.save +5 (+3 eff.) Disarm- +21% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) naturalist's dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Arcane/Nature While equipped: Stats +3 Mag dps ---------- Melee+ 6 nature Dmg.mod +5% nature +5% arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% nature 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. |
rough leather gloves of strength (+2) (0 def, 1 armour) rough leather gloves of strength (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Master While equipped: Stats +2 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 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. |
rough leather cap (0 def, 1 armour) rough leather cap (0 def, 1 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
impenetrable steel mail armour (2 def, 13 armour) impenetrable steel mail armour (2 def, 13 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +13 Defense +2 (+1 eff.) Fatigue +12% A suit of armour made of mail. |
radiant steel mail armour (2 def, 6 armour) radiant steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: Stats +2 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% blight +12% darkness ---------- misc Light +2 A suit of armour made of mail. |
searing steel mail armour (2 def, 6 armour) searing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Arcane While equipped: dps ---------- Melee+ 8 acid 8 fire Melee Ret 9 acid 9 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +12% fire A suit of armour made of mail. |
steel mail armour of spell shielding (2 def, 6 armour) steel mail armour of spell shielding (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +6% arcane Spell.save +14 (+7 eff.) A suit of armour made of mail. |
steel plate armour of clarity (0 def, 9 armour) steel plate armour of clarity (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Ego] Psionic While equipped: ----- def ----- Armour +9 Fatigue +22% Resists +6% mind Mind.save +12 (+7 eff.) A suit of armour made of metal plates. |
5 agate 5 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. |
178 alchemist agate 178 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. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 opal 2 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz 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 (+3 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe of endurance (dig speed 39 turns) iron pickaxe of endurance (dig speed 39 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
spinel 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 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (1/1) 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 Chest 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. |
iron torque of clear mind 'Velotta' [power 1] (25 cooldown) iron torque of clear mind 'Velotta' [power 1] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +4 Con +3 Wil Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 12% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
piercing elm totem of healing [power 116] (15 cooldown) piercing elm totem of healing [power 116] (15 cooldown)2.0 T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to increase all damage penetration by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
yew totem of healing 'Betheldanne' [power 290] (15 cooldown) yew totem of healing 'Betheldanne' [power 290] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Dex +2 Wil +4 Cun dps ---------- Mind.crit +5% Dmg.mod +6% mind Heal yourself and all friendly characters within 10 spaces for 290 Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
2 amethyst 2 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Frostsun the elm wand of conjuration [power 110] (15 cooldown) Frostsun the elm wand of conjuration [power 110] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% cold ----- def ----- Resists +9% cold +9% light +3% temporal Crit.chn- 10.00% Max.HP +40.00 Heal.mod +10% Fire a magical bolt dealing 123 fire 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. |
soothing elm wand of clairvoyance [power 9] (15 cooldown) soothing elm wand of clairvoyance [power 9] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 9, power 63 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to heal for 30. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
8 citrine 8 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 zircon 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
By Ortoek the Shalore Reaver level 11
12nd Haze 122nd year of Ascendancy at 16:17 see stats
By Ortoek the Shalore Reaver level 10
10th Flare 122nd year of Ascendancy at 00:34 see stats
By Ortoek the Shalore Reaver level 8
3rd Flare 122nd year of Ascendancy at 18:34 see stats
By Ortoek the Shalore Reaver level 8
5th Flare 122nd year of Ascendancy at 06:07 see stats
By Ortoek the Shalore Reaver level 16
44th Haze 122nd year of Ascendancy at 08:34 see stats
Log
Ortoek casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Ortoek speeds up.
Ortoek is not stunned anymore.
Talent Virulent Strike is ready to use.
Ortoek is poisoned!
Deep Wound from Aeriwe the king cobra hits Ortoek for 30 physical damage.
Deadly Poison from Aeriwe the king cobra hits Ortoek for 10 nature damage.
Something hits Ortoek for 22 nature damage.
Ortoek's spell attains critical power!
Greater Weapon Focus from Aeriwe the king cobra hits Ortoek for 29 physical, 6 nature (35 total damage).
Something hits Ortoek for 64 physical, 36 physical, 6 nature (106 total damage).
Ortoek is no longer out of phase.
Ortoek recovers sight.
Ortoek is not disabled anymore.
Deep Wound from Aeriwe the king cobra hits Ortoek for 27 physical damage.
Deadly Poison from Aeriwe the king cobra hits Ortoek for 29 nature damage.
Poison from Aeriwe the king cobra hits Ortoek for 22 nature damage.
Ortoek is stunned!
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 18.
Ortoek vanishes from sight.
Ortoek deactivates Secrets of the Eternals.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 19.
Poison bursts out of Ortoek's corpse!
Ortoek is pinned to the ground.
Greater Weapon Focus from Aeriwe the king cobra hits Ortoek for 40 physical, 6 nature, 72 physical (118 total damage).
Something hits Ortoek for 48 physical, 6 nature, 68 physical (122 total damage).
Ortoek the level 17 shalore reaver was disembowelled to death by Aeriwe the king cobra on level 1 of The Maze.
Aeriwe the king cobra prepares for the next kill!