









Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Amazingly Generous Levels 1.7.4Is amazingly generous with talents, types and stat points for each level gained. + 5 to MaxHP per level. (Double at level 2) 4 stat points per level. (5 at level 2) Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
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 ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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 | Normal Adventure |
Sex | Male |
Race | Higher |
Class | Brawler |
Level / Exp | 30 / 49% |
Size | huge |
Lifes / Deaths | Killed by thief at level 7 on the 79th Pyre 122nd year of Ascendancy at 17:19 1 / 5Killed by thief at level 7 on the 79th Pyre 122nd year of Ascendancy at 18:24 Killed by thief at level 7 on the 79th Pyre 122nd year of Ascendancy at 19:37 Killed by Velynor the cutpurse at level 13 on the 65th Dusk 122nd year of Ascendancy at 00:52 Killed by Poltergeist steel longsword 'Jetfoe' at level 19 on the 8th Decay 122nd year of Ascendancy at 13:51 |
Primary Stats
Strength | 104 (base 32) |
Dexterity | 68 (base 59) |
Constitution | 61 (base 28) |
Magic | 17 (base 11) |
Willpower | 40 (base 25) |
Cunning | 60 (base 37) |
Resources
Life | 1114/1114 |
Stamina | 251/251 |
Healing Factor | 1.6749470706754 |
Regeneration | 30.327771428496 |
Speed
Mental | -10% |
Attack | 0% |
Movement | +10% |
Spell | 0% |
Global | +100% |
Vision
Sight | 14 |
Lite | 3 |
Infravision | 8 |
See Stealth | 55.183301449766 |
See Invisible | 60.183301449766 |
Offense: Barehand
Damage | 130 |
Accuracy | 72 |
Crit Chance | 48% |
APR | 15 |
Speed | 1.11 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 16% |
Speed | 1 |
Offense: Mind
Mindpower | 39 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Light | +17% |
Darkness | +34% |
Physical | +6% |
Mind | +11% |
All | +2% |
Offense: Damage Penetration
Physical | +5% |
Acid | +10% |
Defense: Base
Armour (hardiness) | 32 (57.718496631565%) |
Defense | 60 |
Ranged Defense | 60 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 52 |
Mental Save | 46 |
Defense: Resistances
Lightning | + 7%( 70%) |
Light | + 30%( 70%) |
Temporal | + 6%( 70%) |
Darkness | + 20%( 70%) |
Arcane | + 22%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Confusion Resistance | 10% |
Stun Resistance | 0% |
Instadeath Resistance | 100% |
Blind Resistance | 67% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 429 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 3 cold, 4 nature, 3 physical |
Class Talents
Cunning / Tactical | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Grappling | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Pugilism | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 4/5 |
| 3/5 |
| 4/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 5/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Race / Higher | 1.00 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 4/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Wild-gift / Harmony | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 4/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
talent | Precise Strikes |
talent | Trained Reactions |
beneficial effect | Countering melee attacks: Has a 51% chance to get an automatic counter attack when avoiding a melee attack. (1.8 counters remaining) Counter Attacking |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you improved Strength by +5. | done |
You failed to protect the repented thief from death by cold drake hatchling. Escort: repented thief (level 1 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Ruins of Kor'Pul. Escort: temporal explorer (level 1 of Ruins of Kor'Pul)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 7 of Dreadfell. Escort: worried loremaster (level 7 of Dreadfell)As a reward you improved Cunning 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
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: 257. | 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. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of fire wyrm saliva. * You've found the needed pouch of bone giant dust. Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * You've found the needed wretchling eyeball. * You've found the needed bloated horror heart. * You've found the needed ice ant stinger. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed black mamba head. * '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.' | active |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | 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 | ![]() 2.0 T3 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +3 Resists +7% lightning +6% temporal ---------- misc Stam/turn +0.50 Max.stam +14.00 A pair of boots made of leather. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex dps ---------- Melee+ 8 physical Dmg.mod +4% physical Acc +16 (+4 eff.) ----- def ----- Armour +9 Fatigue +5% Unarmed combat: Power 30.5 - 42.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +5 Apr +15 Crit +14.0% Atk.spd 100% On Hit.r1 +9 physical On Crit.r2 +5 physical On Hit: 10% Sand Breath 5 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | ![]() 2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Mind.crit +1% Dmg.mod +9% acid Res.pen +10% acid ----- def ----- Armour +1 Fatigue +1% Phys.save +6 (+2 eff.) Mind.save +12 (+4 eff.) ---------- misc Stam/ret +0.80 Equi/ret +0.70 Max.stam +10.00 A cap made of leather. |
Tool | ![]() 2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 272 Puts all charms on 15 cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | ![]() 0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+1 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
On fingers | ![]() 0.1 T2 ring jewelry [Random Unique] Arcane While equipped: Stats +3 Str +5 Mag +4 Wil +2 Cun dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +10% darkness ----- def ----- Resists +20% darkness Blind- +22% ---------- misc Infravis +6 See.Stealth +7 See.Invis +12 Rings make your fingers look great! |
Around neck | ![]() 0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +5 Cun +5 Con dps ---------- Mov.spd +10% Melee+ 5 light 8 darkness Dmg.mod +5% light +9% darkness On Melee Ret: * 8% chance to reduce damage dealt by 21% * 5% chance to blind ----- def ----- Fatigue -6% HP.reg +3.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
Main armor | ![]() 9.0 T3 light armor [Ego++] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Max.HP +75.00 HP.reg +9.40 Heal.mod +24% A suit of armour made of leather. |
Light source | ![]() 1.0 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.(96 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Cloak | ![]() 2.0 T1 cloak armor [Rare] Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% darkness Res.pen +5% physical ----- def ----- Armour +6 Defense +16 (+4 eff.) Resists +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | ![]() 1.0 T3 belt armor [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Mind.crit +1% Crit.mult +15.00% Phys.pwr +7 (+1 eff.) Mind.pwr +6 (+2 eff.) Dmg.mod +9% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Armour +7 Defense +10 (+2 eff.) Phys.save +15 (+5 eff.) Spell.save +7 (+2 eff.) Mind.save +5 (+2 eff.) ---------- misc Psi/ret +0.08 Size +1 A belt that goes around your waist. |
Inventory
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con ----- def ----- Resists +12% lightning Stun/Frz- +23% Amulets make your neck look great! |
![]() 0.1 T1 amulet jewelry [Ego+] Master While equipped: Stats +3 Dex +3 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Stam/turn +0.30 Amulets make your neck look great! |
![]() 2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
![]() 0.1 T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil ----- def ----- Resists +15% blight +15% darkness +15% acid Phys.save +15 (+5 eff.) Spell.save +15 (+5 eff.) Mind.save -7 (-2 eff.) Max.HP +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
![]() 0.1 T2 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +10% mind Confus- +20% ---------- misc Masteries +0.12 Cunning/Tactical Amulets make your neck look great! |
![]() 0.1 T3 amulet jewelry [Ego++] Nature/Master While equipped: ----- def ----- Phys.save +16 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) Blind- +19% ---------- misc Infravis +5 Sight +2 See.Invis +7 Amulets make your neck look great! |
![]() 0.1 T5 amulet jewelry [Rare] Nature While equipped: Stats +3 Mag dps ---------- Dmg.mod +15% lightning Res.pen +25% lightning +10% nature ----- def ----- Resists +3% lightning Blind- +28% ---------- misc Infravis +5 Sight +2 See.Invis +10 Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego++] Arcane/Psionic While equipped: Stats +4 Cun +3 Mag dps ---------- Spell.pwr +5 (+2 eff.) Melee+ 6 physical Ranged+ 7 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 25 On Hit (Ranged): * 11% chance to reduce all saves and defense by 25 ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +3 Cun +3 Mag dps ---------- Spell.pwr +7 (+3 eff.) Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Str ----- def ----- Armour +8 Max.HP +26.00 Disarm- +20% Pinning- +22% Knockbk- +28% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% darkness +15% arcane +9% light Res.pen +25% light Melee Ret 4 lightning ----- def ----- Resists +9% lightning +30% darkness +5% arcane +15% light Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +63.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
![]() 0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +6 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +9 (+3 eff.) Max.HP +26.00 Disarm- +30% Pinning- +34% Knockbk- +23% Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 0.1 T5 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +18% nature +6% darkness Acc +10 (+2 eff.) Melee Ret 4 physical ----- def ----- Armour +8 Defense +20 (+5 eff.) Resists +36% nature ---------- misc Light +3 Rings make your fingers look great! |
![]() 0.1 T5 ring jewelry [Rare] Master While equipped: Stats +1 Dex +6 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +8 Crit.dmg- 15.00% Spell.save +10 (+3 eff.) Die.at -80.00 life ---------- misc Max.stam +24.00 Rings make your fingers look great! |
![]() 5.0 T2 staff 2H weapon Reqs Mag 20 [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+7 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Resists +10% arcane +10% blight Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Blight Uses 150% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +20 (+10 eff.) Dmg.mod +20% acid +20% cold +20% darkness +20% blight ---------- misc Talents +1 Command Staff Masteries +0.10 Corruption/Bone +0.10 Spell/Nightfall +0.10 Spell/Master of flesh +0.10 Spell/Necrosis +0.10 Spell/Master necromancer +0.10 Spell/Master of bones It seems willing and able to talk to you (use Command Staff). A staff made out of the bones of fallen foes. Disgustingly powerful. |
![]() 5.0 T3 staff 2H weapon Reqs Mag 24 [Unique] Arcane Power 20.0 - 24.0 Cold Uses 100% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% While equipped: dps ---------- Spell.crit +15% Spell.pwr +10 (+5 eff.) Dmg.mod +20% lightning +20% fire +20% arcane +20% cold ---------- misc Talents +1 Command Staff On Spell Hit: 10% Impending Doom 1 This unique-looking staff is carved with runes of destruction. |
![]() 3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
![]() 3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master/Psionic Power 29.5 - 44.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +16 nature +9 darkness Against +7% Living While equipped: Stats +2 Str dps ---------- Res.pen +12% physical Acc +10 (+2 eff.) Apr +10 ----- def ----- Resists +6% cold Spell.save +6 (+2 eff.) Max.HP +20.00 Stun/Frz- +10% Massive two-handed battleaxes. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Arcane Power 69.0 - 103.5 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +17 blight +16 fire +8 acid On Hit: 20% Curse of Vulnerability 5 On Hit: * 17% chance to reduce strength, dexterity, and constitution by 13 * Create an explosion dealing 34 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +9% acid +19% fire Res.pen +33% fire On Hit (Melee): * 20% chance to reduce armor by 23% Massive two-handed mauls. |
![]() 3.0 T3 greatsword 2H weapon [Ego+] Arcane/Psionic Power 37.0 - 59.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns * 25% chance for lightning to strike from the target to a second target dealing 34 damage Massive two-handed swords. |
![]() 1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Str, 65% Dex Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+2 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
![]() 1.0 T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. Power 10.0 - 13.0 Light Uses 20% Str, 20% Dex Acc+ +0.2% crit chance (max 25%) Atk.spd 125% On Hit: * Deal 70 Light damage. While equipped: ---------- misc Light +1 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
![]() 3.0 T2 mindstar 1H weapon [Unique] Nature Nature requires balance in these matters. Power 8.0 - 8.8 Cold Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +10% cold Res.pen +10% cold ----- def ----- Armour +10 Defense +4 (+1 eff.) Resists -10% fire Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) On Mind Hit: 10% Winter's Fury 2 This mindstar glows with a dim cool light, but seems somehow incomplete. |
![]() 3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic Power 15.0 - 16.5 Darkness Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +20 Crit +2.0% Atk.spd 100% While equipped: Stats +4 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +15 (+5 eff.) Dmg.mod +10% mind +10% darkness ---------- misc Masteries +0.20 Psionic/Nightmare +0.20 Cursed/Fears Waking Nightmare: Level 2.0 Pwr.cost 40 out of 40/40. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 20.89 darkness damage each turn for 6 turns, and has a 23% chance to randomly cause blindness, stun, or confusion (lasting 3 turns). If the target is sleeping, the chance of avoiding a negative effect will be halved and fear immunity will be ignored. The damage will scale with your Mindpower. Whispers seem to ceaselessly emanate from this writhing mass of black tentacles, murmuring unspeakable horrors into the ears of any unfortunate enough to hear them. |
![]() 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 17.40 to 52.19 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. This item has been sent to the Item's Vault. |
![]() 7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Str +1 Cun +4 Mag dps ---------- Dmg.mod +10% blight +13% light +11% darkness Melee Ret 6 fire ----- def ----- Armour +6 Fatigue +8% Resists +12% fire +13% light +12% darkness ---------- misc Talents +1 Block Handheld deflection devices. It was corrupted by the digestive sack. |
![]() 2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+3 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+3 eff.) Send out a range 5 beam of kinetic energy, dealing 40.99 to 51.23 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +6 Mag +6 Wil +6 Cun dps ---------- Spell.pwr +15 (+7 eff.) Dmg.mod +12% all Melee Ret 15 arcane ----- def ----- Armour +10 Defense +10 (+2 eff.) Resists +10% lightning +10% cold +10% fire +10% arcane +13% all Spell.save +20 (+6 eff.) Mind.save +15 (+5 eff.) Silence- +50% ---------- misc Mana/turn +2.00 Light +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
![]() 2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+7 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+1 eff.) Rng.Def +8 (+2 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
![]() 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+4 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 47.36 to 142.07 lightning damage (94.71 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
![]() 9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+3 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
![]() 9.0 T2 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +11% blight +19% fire +10% nature A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego+] Psionic While equipped: Stats +1 Cun ----- def ----- Armour +7 Defense +12 (+3 eff.) Fatigue +7% Mind.save +11 (+4 eff.) A suit of armour made of leather. |
![]() 9.0 T2 light armor [Ego] Arcane/Nature While equipped: ----- def ----- Armour +4 Defense +6 (+1 eff.) Fatigue +7% Resists +11% light +12% darkness Max.HP +25.00 A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +17% temporal A suit of armour made of leather. |
![]() 9.0 T3 light armor [Ego+] Arcane While equipped: dps ---------- Melee+ 10 acid 11 fire Melee Ret 8 acid 8 fire ----- def ----- Armour +6 Defense +9 (+2 eff.) Fatigue +8% Resists +14% acid +13% fire A suit of armour made of leather. |
![]() 9.0 T5 light armor [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.crit +6.0% Phys.pwr +20 (+5 eff.) Dmg.mod +6% light Res.pen +20% light +20% physical Apr +11 ----- def ----- Armour +8 Defense +30 (+7 eff.) Fatigue +8% Resists +1% physical Die.at -40.00 life ---------- misc Stam/turn +1.00 Second Wind: (Instant) Puts all charms on 35 cooldown Level 5.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Take a deep breath to recover 179 stamina. The stamina recovery improves with your Strength and Willpower. A suit of armour made of leather. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Mind.crit +1% Phys.pwr +2 (+0 eff.) Dmg.mod +12% arcane +6% physical ----- def ----- Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master/Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Defense +8 (+2 eff.) Phys.save +5 (+1 eff.) Stealth +5 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +3 (+0 eff.) ----- def ----- Resists +6% fire +7% cold Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Master While equipped: Stats +4 Cun +3 Wil dps ---------- Against +16% Summoned ----- def ----- D.Red.from +17% Summoned A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
![]() 2.0 T3 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +15% blight +25% fire +15% mind Melee Ret 2 fire ----- def ----- Armour +9 Defense +2 (+0 eff.) Resists +15% mind +18% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Master While equipped: Stats +2 Cun +3 Dex dps ---------- Acc +5 (+1 eff.) Apr +4 ----- def ----- Defense +2 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Nature While equipped: Stats +2 Cun +2 Mag dps ---------- Apr +1 Melee Ret 2 cold ----- def ----- Armour +1 Resists +7% lightning +6% temporal Die.at -40.00 life A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Ego] Arcane/Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Armour +6 ---------- misc Infravis +1 A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Arcane While equipped: dps ---------- Spell.pwr +8 (+4 eff.) Dmg.mod +15% cold +3% temporal Res.pen +5% cold Melee Ret 4 cold On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Resists +15% temporal A pair of boots made of leather. |
![]() 2.0 T5 feet armor [Rare] Nature While equipped: Stats +2 Dex +2 Wil dps ---------- Mov.spd +10% Dmg.mod +6% fire ----- def ----- Armour +5 Fatigue -4% Resists +6% fire Crit.dmg- 15.00% Max.HP +36.00 ---------- misc Stam/turn +0.70 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: ----- def ----- Armour +3 Defense +2 (+0 eff.) Fatigue +2% Resists +6% fire +7% cold Evasion: (Instant) Puts all charms on 30 cooldown Level 2.6 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 25 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T4 hands armor [Ego+] Master While equipped: Stats +3 Str +2 Dex +3 Cun ----- def ----- Armour +3 Phys.save +10 (+3 eff.) ---------- misc Cooldown Double Strike -1 Unarmed combat: Power 26.0 - 28.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +10 Apr +5 Crit +12.0% Atk.spd 125% On Hit: 10% Set Up 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +6 Cun +6 Wil dps ---------- Mind.crit +9% Mind.pwr +8 (+3 eff.) Dmg.mod +15% nature Res.pen +15% nature ----- def ----- Armour +4 Defense +3 (+1 eff.) Spell.save +8 (+2 eff.) Max.HP +60.00 Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Apr +12 Crit +8.0% Atk.spd 100% Melee+ +15 silence On Hit: 5% Mana Clash 1 On Hit: * 20 arcane resource burn Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These voratun gauntlets appear to have suffered considerable damage. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. |
![]() 7.0 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% acid +5% physical Res.pen +15% acid +15% physical ----- def ----- Armour +7 Fatigue +10% Resists +20% acid +10% physical Res.Cap +10% acid +5% physical ---------- misc Cooldown Clinch -2 Unarmed combat: Power 27.0 - 37.8 Physical Uses 30% Cun, 30% Dex, 60% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +5.0% Atk.spd 100% Melee+ +10 acid On Hit: 10% Corrosive Mist 1 On Hit: 20% Earthen Missiles 3 Fashioned in ancient times by cultists of Harkor'Zun, these heavy granite gauntlets were designed to protect the wearer from the wrath of their dark master. |
![]() 1.5 T3 hands armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +5% Crit.mult +20.00% Spell.pwr +12 (+6 eff.) Dmg.mod +15% lightning ----- def ----- Armour +5 Resists +15% lightning Unarmed combat: Power 23.0 - 32.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Apr +10 Crit +4.0% Atk.spd 100% Melee+ +20 lightning On Hit: 20% Chain Lightning 2 On Hit: 15% Nova 1 On Spell Hit: 10% Lightning 1 Talent level: +1 to all lightning damage spells. This pair of fine mesh voratun gauntlets is covered with glyphs of power that spark with azure energy. The metal is supple and light so as not to interfere with spell-casting. When and where these gauntlets were forged is a mystery, but odds are the crafter knew a thing or two about magic. |
![]() 1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee Ret 8 acid ----- def ----- Armour +3 Fatigue +5% Resists +9% darkness +15% temporal Spell.save +9 (+3 eff.) HP.reg +3.90 ---------- misc Stam/turn +0.40 Psi/turn +0.14 Unarmed combat: Power 33.0 - 46.2 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% base dam (max 20%) Apr +15 Crit +10.0% Atk.spd 100% On Hit: 10% Second Wind 1 Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Master While equipped: Stats +1 Str +3 Con ----- def ----- Armour +7 Defense +5 (+1 eff.) Fatigue +1% Resists +6% nature Crit.dmg- 5.00% A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Nature/Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% lightning +6% temporal A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
![]() 2.0 T1 head armor [Ego] Master While equipped: ----- def ----- Armour +1 Fatigue +1% Phys.save +10 (+3 eff.) A cap made of leather. |
![]() 2.0 T3 head armor [Unique] Arcane/Psionic Needs something equally stylish and cool to go with it. While equipped: Stats +8 Cun +4 Wil dps ---------- Spell.pwr +8 (+4 eff.) Mind.pwr +8 (+3 eff.) ----- def ----- Defense +1 (+0 eff.) Resists +10% temporal +10% physical Anom.red +5 ---------- misc Masteries +0.20 Chronomancy/Timetravel Wormhole: Level 1.0 Pwr.cost 15 out of 15/15. Range 10 Travel.spd instantaneous Is a spell Description: You fold the space between yourself and a second point within a range of 10, creating a pair of wormholes. Any creature stepping on either wormhole will be teleported near the other (radius 5 accuracy). The wormholes will last 3 turns and must be placed at least two tiles apart. The chance of teleporting enemies will scale with your Spellpower. This fez once belonged to a traveler; it always seems to be found lying around in odd locations. Fezzes are cool. |
![]() 3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Wil +4 Mag dps ---------- Dmg.mod +10% light ----- def ----- Armour +6 Fatigue +4% Resists +10% darkness Blind- +30% Confus- +30% ---------- misc Light +6 A Dwarven helm embedded with a single diamond that can banish all underground shadows. |
![]() 2.0 T3 head armor [Unique] Psionic While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+4 eff.) Dmg.mod +10% mind Melee Ret 12 mind Psychic Lobotomy: Level 3.0 Pwr.cost 8 out of 10/10. Range 7 Travel.spd instantaneous Is a mind power Description: Inflicts 93.50 mind damage and cripples the target's higher mental functions, reducing cunning by 10 and confusing (27% power) the target for 4 turns. The damage, cunning penalty, and confusion power will scale with your Mindpower. A filigree of silver set with many small jewels, this diadem seems radiant - ethereal almost. But its touch seems to freeze your skin and brings wild thoughts to your mind. You want to drop it, throw it away, and yet you cannot resist thinking of what powers it might bring you. Is this temptation a weak will on your part, or some domination from the artifact itself...? |
![]() 4.0 T3 head armor [Unique] Arcane While equipped: Stats +2 Cun +2 Wil dps ---------- Dmg.mod +15% fire ----- def ----- Defense +6 (+1 eff.) Fatigue +4% Resists +15% fire Meteor Rain: Level 2.0 Pwr.cost 42 out of 50/50. Range 5 Travel.spd instantaneous Is a spell Description: Use arcane forces to summon 3 meteors that fall to the ground within range 2 of the target. Each meteor smashes everything within radius 2, dealing 32.21 fire and 33.47 physical damage to creatures other than yourself, while liquefying some of the terrain into lava for 8 turns. The damage increases with your Spellpower. This crown of pure flames possesses a myriad of small molten rocks floating wildly above it. Each can be removed to throw as a true meteor. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+2 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
![]() 0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
![]() 0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
![]() 2.0 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. |
![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Str +1 Cun +6 Con ----- def ----- Resists +7% blight +3% all Spell.save +19 (+6 eff.) HP.reg +5.00 ---------- misc Light +7 See.Invis +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Ego] Arcane/Psionic While equipped: dps ---------- Melee Ret 18 fire ----- def ----- Resists +6% fire Mind.save +6 (+2 eff.) ---------- misc Light +4 See.Stealth +5 See.Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 100/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
![]() 5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
![]() 3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str +1 Dex dps ---------- Crit.mult +5.00% Phys.pwr +5 (+1 eff.) Mov.spd +10% Dmg.mod +9% mind Res.pen +15% arcane Melee Ret 4 arcane ----- def ----- Resists +9% mind While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
![]() 2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.0 Pwr.cost 9 out of 9/9. Range 10 Travel.spd 2000% of base Is a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 88.39 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
![]() 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
![]() 2.0 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. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+0 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+4 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 58 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
![]() 2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. This item has been sent to the Item's Vault. |
Achievements
By Sudo the Higher Brawler level 22
34th Regrowth 123rd year of Ascendancy at 23:25 see stats
By Sudo the Higher Brawler level 12
26th Dusk 122nd year of Ascendancy at 01:32 see stats
By Sudo the Higher Brawler level 30
78th Pyre 123rd year of Ascendancy at 20:38 see stats
By Sudo the Higher Brawler level 18
52nd Haze 122nd year of Ascendancy at 21:19 see stats
By Sudo the Higher Brawler level 21
11st Regrowth 123rd year of Ascendancy at 06:16 see stats
By Sudo the Higher Brawler level 27
24th Pyre 123rd year of Ascendancy at 21:59 see stats
By Sudo the Higher Brawler level 16
34th Haze 122nd year of Ascendancy at 06:47 see stats
By Sudo the Higher Brawler level 10
8th Flare 122nd year of Ascendancy at 08:40 see stats
By Sudo the Higher Brawler level 20
6th Regrowth 123rd year of Ascendancy at 11:50 see stats
By Sudo the Higher Brawler level 30
77th Pyre 123rd year of Ascendancy at 14:25 see stats
By Sudo the Higher Brawler level 29
30th Pyre 123rd year of Ascendancy at 15:01 see stats
By Sudo the Higher Brawler level 26
14th Pyre 123rd year of Ascendancy at 10:57 see stats
By Sudo the Higher Brawler level 13
27th Haze 122nd year of Ascendancy at 01:22 see stats
By Sudo the Higher Brawler level 12
55th Dusk 122nd year of Ascendancy at 04:39 see stats
By Sudo the Higher Brawler level 29
66th Pyre 123rd year of Ascendancy at 19:07 see stats
By Sudo the Higher Brawler level 27
18th Pyre 123rd year of Ascendancy at 05:52 see stats
By Sudo the Higher Brawler level 18
7th Decay 122nd year of Ascendancy at 18:04 see stats
Log
There is a Portal to the lost land of Poosh here (press '' or right click to use).
Today is the 2nd Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:33.
Today is the 3rd Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:58.
Today is the 4th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 02:11.
Saving done.
Today is the 5th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:38.
Today is the 6th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 01:51.
Ran for 5 turns (stop reason: hostile spotted to the west (ziguranth patrol)).
Today is the 7th Mirth of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:15.
There is a Last Hope (Town) here (press '' or right click to use).
There is an exit to the worldmap here (press '' or right click to use).
Saving game...
Saving done.
You don't see how to get there...
There is an exit to the worldmap here (press '' or right click to use).
There is a Last Hope (Town) here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Ziguranth patrol has regained its confidence.
Saving game...
Saving done.