Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.0Donators/Buyers bonus! 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 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: 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. |
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Male |
Race | Ogre |
Class | Arcane Blade |
Level / Exp | 22 / 81% |
Size | big |
Lifes / Deaths | Killed by war hound at level 16 on the 44th Dusk 122nd year of Ascendancy at 14:11 1 / 4Killed by Xanavea the thief at level 20 on the 59th Dusk 122nd year of Ascendancy at 02:21 Killed by armoured skeleton warrior at level 20 on the 60th Dusk 122nd year of Ascendancy at 00:25 Killed by bandit at level 21 on the 67th Dusk 122nd year of Ascendancy at 11:58 |
Primary Stats
Strength | 44 (base 15) |
Dexterity | 23 (base 10) |
Constitution | 21 (base 10) |
Magic | 72 (base 50) |
Willpower | 14 (base 12) |
Cunning | 55 (base 41) |
Resources
Life | 502/804 |
Mana | 63/96 |
Stamina | 105/153 |
Healing Factor | 1.534804467222 |
Regeneration | 11.12733238736 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.205122053262% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 5 |
See Stealth | 35.032874162149 |
See Invisible | 35.032874162149 |
Offense: Mainhand
Damage | 44 |
Accuracy | 32 |
Crit Chance | 19% |
APR | 8 |
Speed | 1.00 |
Offense: Spell
Spellpower | 51 |
Crit Chance | 33% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 14% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +30% |
Mind | +19% |
All | +10% |
Physical | +23% |
Lightning | +51% |
Light | +13% |
Temporal | +19% |
Darkness | +16% |
Cold | +39% |
Fire | +48% |
Nature | +18% |
Offense: Damage Penetration
Mind | +5% |
Light | +5% |
Temporal | +5% |
Defense: Base
Armour (hardiness) | 25.5 (43.579428603723%) |
Defense | 23 |
Ranged Defense | 33 |
Fatigue | 0 |
Physical Save | 31 |
Spell Save | 39 |
Mental Save | 22 |
Defense: Resistances
Acid | + 9%( 70%) |
Blight | + 3%( 70%) |
Physical | + 7%( 70%) |
Cold | + 9%( 70%) |
All | 0%( 70%) |
Lightning | + 33%( 70%) |
Light | + 12%( 70%) |
Temporal | + 18%( 70%) |
Mind | + 9%( 70%) |
Darkness | + 34%( 70%) |
Fire | + 7%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Pinning Resistance | 100% |
Bleed Resistance | 10% |
Disarm Resistance | 30% |
Knockback Resistance | 23% |
Stun Resistance | 75% |
Instadeath Resistance | 100% |
Blind Resistance | 0% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 747 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 22 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 145 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (16 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -628 life. The duration and life will increase by 1% for every 1% life you have lost (currently 864 life, 6 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Magical combat | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Earth | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Fire | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Enhancement | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Combat techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Air | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Aegis | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Conveyance | 1.00 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Effects
talent | Arcane Feed |
talent | Arcane Combat |
talent | Feather Wind |
talent | Shielding |
talent | Arcane Shield |
talent | Thunderstorm |
beneficial effect | Do not try to resist it! Ogric Wrath |
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 Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | 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 successfully escorted the repented thief to the recall portal on level 2 of Scintillating Caves. Escort: repented thief (level 2 of Scintillating Caves)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Trollmire. Escort: temporal explorer (level 2 of Trollmire)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 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 |
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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * You've found the needed orc heart. * You've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed length of troll intestine. Agrimley the hermit needs your help making an elixir of explosive force. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed red crystal shard. * You've found the needed honey tree root. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed hummerhorn wing. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' | active |
You 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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Skyshear' (0 def, 3 armour) pair of hardened leather boots 'Skyshear' (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Melee Ret 4 lightning ----- def ----- Armour +3 Resists +12% lightning +7% fire +6% mind +9% cold Crit.chn- 10.00% Die.at -20.00 life Cut- +10% A pair of boots made of leather. |
Light source | Morningguile the brass lantern Morningguile the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +5% mind Melee Ret 6 light On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% temporal +3% mind +3% light Max.HP +42.00 ---------- 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. |
On head | Hailraze the hardened leather cap (0 def, 6 armour) Hailraze the hardened leather cap (0 def, 6 armour)2.0 T3 head armor [Random Unique] Nature/Master While equipped: Stats +4 Con dps ---------- Dmg.mod +9% cold +9% temporal Res.pen +5% temporal Melee Ret 2 temporal ----- def ----- Armour +6 Fatigue +3% Resists +8% nature +3% temporal Spell.save +5 (+2 eff.) Max.HP +51.00 Heal.mod +12% ---------- misc Infravis +3 A cap made of leather. |
Tool | Sparkquake the ash wand of lightning storm [power 194] (15 cooldown) Sparkquake the ash wand of lightning storm [power 194] (15 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +18% lightning +6% darkness +9% mind ----- def ----- Resists +9% lightning +9% darkness ---------- misc Wards +3 blight +3 temporal +2 nature +3 lightning Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 58 lightning damage and will be dazed for 1 turn (292 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+4 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | wizard's copper ring of tenacity wizard's copper ring of tenacity0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Mag ----- def ----- Spell.save +4 (+1 eff.) Max.HP +21.00 Disarm- +20% Pinning- +21% Knockbk- +23% Rings make your fingers look great! |
Around waist | Glareborn Glareborn1.0 T3 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light On Hit (Melee): * 20% chance to reduce armor by 35% ----- def ----- Resists +9% acid +3% blight +9% light +6% lightning Max.HP +35.00 A belt that goes around your waist. |
In main hand | Staff of Destruction (20-24 power, 4 apr, fire element) Staff of Destruction (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Unique] Arcane Power 20.0 - 24.0 Fire 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 (+3 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. |
On hands | Aerolratha (0 def, 9 armour) Aerolratha (0 def, 9 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8 physical Dmg.mod +5% physical ----- def ----- Armour +9 Resists +6% lightning Crit.chn- 15.00% Phys.save +12 (+6 eff.) Spell.save +6 (+2 eff.) Die.at -20.00 life Disarm- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Main armor | Phoenixblow the steel mail armour (2 def, 6 armour) Phoenixblow the steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +9 Str +3 Con dps ---------- Dmg.mod +3% lightning +18% fire Melee Ret 2 lightning 2 fire ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +12% darkness +7% physical Max.HP +70.00 HP.reg +2.00 Heal.mod +12% ---------- misc Light +1 Track: Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. A suit of armour made of mail. |
Cloak | Polylessra the Radianceonslaught (1 def, 0 armour) Polylessra the Radianceonslaught (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +5 Str +1 Dex dps ---------- Phys.crit +1.0% Res.pen +5% light Apr +4 ----- def ----- Defense +1 (+0 eff.) Resists +13% darkness +12% temporal Die.at -20.00 life Def/telep +11 Res/telep +11% Dur/telep +12% 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. |
Around neck | wanderer's gold amulet wanderer's gold amulet0.1 T3 amulet jewelry [Ego+] Master While equipped: Stats +5 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% ----- def ----- Fatigue -4% HP.reg +2.00 ---------- misc Stam/turn +0.60 Amulets make your neck look great! |
Inventory
healing infusion of the titan (heal 94; cd 12) healing infusion of the titan (heal 94; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 94 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the duelist (speed 485%; cd 14) movement infusion of the duelist (speed 485%; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 485% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 753%; cd 8) movement infusion of the sneak (speed 753%; cd 8)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 8 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 753% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the sneak (speed 647%; cd 11) movement infusion of the sneak (speed 647%; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 647% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 382; 12 cd) regeneration infusion of the wizard (heal 382; 12 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 382 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
biting gale rune of the duelist (damage 129; dur 4; cd 23) biting gale rune of the duelist (damage 129; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 128.83 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the wizard (absorb 423; dur 3; cd 17) shielding rune of the wizard (absorb 423; dur 3; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 423 damage for 3 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Galovon Galovon0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil ----- def ----- Resists +12% lightning +5% arcane +3% light HP.reg +4.00 Silence- +20% Stun/Frz- +23% Amulets make your neck look great! |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
clarifying copper amulet of constitution (+2) clarifying copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Resists +10% mind Confus- +20% Amulets make your neck look great! |
Adulramira Adulramira0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +3 Mag ----- def ----- Resists +3% temporal +12% cold +3% nature +5% arcane Spell.save +6 (+2 eff.) Mind.save +9 (+4 eff.) Rings make your fingers look great! |
copper ring copper ring0.1 T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring 'Unlightpulverizer' copper ring 'Unlightpulverizer'0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +11% mind +9% darkness ----- def ----- Resists +11% mind +9% lightning ---------- misc Light +3 Rings make your fingers look great! |
marksman's copper ring of darkness (+20%) marksman's copper ring of darkness (+20%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Dmg.mod +10% darkness Acc +6 (+3 eff.) ----- def ----- Resists +20% darkness Rings make your fingers look great! |
rogue's copper ring of light (+22%) rogue's copper ring of light (+22%)0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Cun dps ---------- Dmg.mod +11% light ----- def ----- Defense +6 (+3 eff.) Resists +22% light Rings make your fingers look great! |
earthen elm magestaff of fate (10-12 power, 2 apr, lightning element) earthen elm magestaff of fate (10-12 power, 2 apr, lightning element)5.0 T1 staff 2H weapon [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +4% Spell.pwr +3 (+1 eff.) Dmg.mod +10% lightning ----- def ----- Armour +3 Hardiness +2% Phys.save +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Porerin the Blindseam (15-18 power, 3 apr, lightning element) Porerin the Blindseam (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +18 (+6 eff.) Dmg.mod +15% lightning Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Defense +5 (+2 eff.) ---------- misc Infravis +3 Wards +2 lightning Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of fate (15-18 power, 3 apr, lightning element) cruel ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +10.00% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
greater yew magestaff of illumination (20-24 power, 4 apr, lightning element) greater yew magestaff of illumination (20-24 power, 4 apr, lightning element)5.0 T3 staff 2H weapon [Ego+] Arcane/Nature Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) Dmg.mod +20% lightning +20% cold +20% arcane +20% fire ----- def ----- Defense +7 (+3 eff.) ---------- misc 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 87.03 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. |
iron greatsword (16-25 power, 1 apr) iron greatsword (16-25 power, 1 apr)3.0 T1 greatsword 2H weapon [Normal] Power 15.5 - 24.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Massive two-handed swords. |
iron longsword (11-15 power, 2 apr) iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
Relgondur the Murkbutcher (14-20 power, 3 apr) Relgondur the Murkbutcher (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Nature Power 14.0 - 19.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +16 lightning +14 cold +12 light On Hit: * 20% chance to reduce all saves and defense by 17 * 20% chance to reduce damage dealt by 15% While equipped: dps ---------- Mov.spd +26% Res.pen +13% lightning +10% cold +25% light Melee Ret 2 darkness ----- def ----- Resists +3% mind +9% darkness Sharp, long, and deadly. |
Nerunor the Venomparry (10-15 power, 4 apr) Nerunor the Venomparry (10-15 power, 4 apr)3.0 T1 waraxe 1H weapon [Rare] Disrupt Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +3.5% Atk.spd 100% Against +8% Unnatural On Crit.r2 +16 nature On Hit: * 20% chance to slow global speed by 43% While equipped: Stats +2 Wil dps ---------- Dmg.mod +12% physical ----- def ----- Defense +10 (+5 eff.) Phys.save +6 (+3 eff.) ---------- misc Light +3 One-handed war axes. |
balanced steel dagger (11-14 power, 6 apr) balanced steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master Power 11.0 - 14.3 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +23% Sharp, short and deadly. |
dwarven-steel dagger of amnesia (16-21 power, 7 apr) dwarven-steel dagger of amnesia (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Psionic Power 16.0 - 20.8 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
pouch of iron shots of erosion (15/15, 14-17 power, 1 apr) pouch of iron shots of erosion (15/15, 14-17 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 14.5 - 17.4 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 15 Ranged+ +6 nature Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots of crippling (19/19, 26-32 power, 2 apr) deadly pouch of steel shots of crippling (19/19, 26-32 power, 2 apr)3.0 T2 shot ammo [Ego+] Master Power 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.2% base dam (max 20%) Apr +2 Crit +10.5% Capacity 19 On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% Shots are used with slings to pummel your foes to death. |
Tidebait (0 def, 10 armour, 86 block) Tidebait (0 def, 10 armour, 86 block)7.0 T3 shield armor Reqs Shield usage training [Random Unique] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +10 (+3 eff.) Dmg.mod +6% cold On Hit (Melee): * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +10 Fatigue +8% Resists +19% acid +6% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Ebonyjustice the linen robe (0 def, 0 armour) Ebonyjustice the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Crit.mult +10.00% Dmg.mod +12% lightning +3% darkness Res.pen +5% mind ----- def ----- Resists +18% lightning +7% all ---------- misc Max.psi +20.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
woollen robe of lightning (+18%) (0 def, 0 armour) woollen robe of lightning (+18%) (0 def, 0 armour)2.0 T2 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Resists +18% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) This set of robes is made wholly of spider silk. It looks outlandish and some sages think it came from another world, probably through a farportal. |
cured leather armour 'Alykalthotar' (6 def, 10 armour) cured leather armour 'Alykalthotar' (6 def, 10 armour)9.0 T2 light armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Res.pen +25% mind ----- def ----- Armour +10 Defense +6 (+3 eff.) Fatigue +7% Resists +20% acid +3% mind +6% blight Cut- +10% Pinning- +10% A suit of armour made of leather. |
rejuvenating cured leather armour (6 def, 4 armour) rejuvenating cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% HP.reg +2.00 ---------- misc Stam/turn +0.50 A suit of armour made of leather. |
cleansing hardened leather armour of cold resistance (9 def, 6 armour) cleansing hardened leather armour of cold resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Resists +10% blight +17% cold +14% nature A suit of armour made of leather. |
volcanic hardened leather armour of the deep (9 def, 17 armour) volcanic hardened leather armour of the deep (9 def, 17 armour)9.0 T3 light armor [Ego++] Nature While equipped: dps ---------- Melee+ 8 fire Ranged+ 6 fire ----- def ----- Armour +17 Defense +9 (+4 eff.) Fatigue +8% Resists +6% acid +6% cold +17% fire +13% physical ---------- misc Breathe water A suit of armour made of leather. |
iron mail armour 'Woewhisper' (2 def, 4 armour) iron mail armour 'Woewhisper' (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Spell.pwr +10 (+3 eff.) On Hit (Melee): * 10% chance to reduce damage dealt by 15% ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 ---------- misc Mana/turn +0.12 A suit of armour made of mail. |
rough leather belt 'Anigas' rough leather belt 'Anigas'1.0 T1 belt armor [Rare] Nature While equipped: ----- def ----- Resists +12% light Max.HP +34.00 Teleport- +20% A belt that goes around your waist. |
rough leather belt 'Olineg' rough leather belt 'Olineg'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Apr +5 Melee Ret 6 physical ----- def ----- Defense +20 (+10 eff.) Stealth +6 A belt that goes around your waist. |
Hellspiercer the linen cloak (1 def, 0 armour) Hellspiercer the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% lightning +20% cold +10% fire ----- def ----- Defense +1 (+0 eff.) Resists +3% fire Mind.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Nimbussmash (6 def, 0 armour) Nimbussmash (6 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 2 physical ----- def ----- Defense +6 (+3 eff.) Resists +2% physical Phys.save +6 (+3 eff.) ---------- misc Stam/turn +1.00 Max.stam +20.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Arotha' (1 def, 0 armour) linen cloak 'Arotha' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Phys.crit +2.0% Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -3% Resists +3% nature +2% physical Stun/Frz- +20% ---------- misc Max.psi +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Blasttickler' (6 def, 2 armour) linen cloak 'Blasttickler' (6 def, 2 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +5% physical ----- def ----- Armour +2 Defense +6 (+3 eff.) Resists +12% lightning +2% physical Phys.save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Flaresweeper (0 def, 1 armour) Flaresweeper (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +6 Lck +3 Dex dps ---------- Res.pen +10% temporal Acc +5 (+3 eff.) ----- def ----- Armour +1 Resists +1% physical +9% fire Stealth +6 ---------- misc Stam/turn +1.00 A pair of boots made of leather. |
dreamer's pair of rough leather boots (0 def, 1 armour) dreamer's pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Psionic While equipped: Stats +3 Cun +3 Wil ----- def ----- Armour +1 Phys.save +5 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) A pair of boots made of leather. |
pair of rough leather boots 'Cuthydar' (0 def, 1 armour) pair of rough leather boots 'Cuthydar' (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Dex dps ---------- Melee Ret 2 mind 2 temporal On Hit (Melee): * 20% chance to reduce all saves and defense by 17 ----- def ----- Armour +1 Resists +6% lightning +6% temporal A pair of boots made of leather. |
Xuta (10 def, 1 armour) Xuta (10 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 43% ----- def ----- Armour +1 Defense +10 (+5 eff.) HP.reg +2.00 Poison- +10% Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Stam/turn +0.60 Max.stam +13.00 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 gloves of magic (+2) (0 def, 1 armour) rough leather gloves of magic (+2) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +4% arcane ----- 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. |
scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour) scouring dwarven-steel gauntlets of dexterity (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Dex dps ---------- Acc +13 (+7 eff.) On Melee Ret: * 15 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +11 (+4 eff.) 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. |
steady dwarven-steel gauntlets of butchering (0 def, 2 armour) steady dwarven-steel gauntlets of butchering (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Acc +11 (+6 eff.) Apr +9 ----- def ----- Armour +2 Fatigue +3% Resists +8% blight Phys.save +6 (+3 eff.) Spell.save +14 (+5 eff.) Mind.save +5 (+2 eff.) Disarm- +25% 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. |
cashmere wizard hat 'Smolderwill' (2 def, 2 armour) cashmere wizard hat 'Smolderwill' (2 def, 2 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+2 eff.) Res.pen +10% fire ----- def ----- Armour +2 Defense +2 (+1 eff.) Spell.save +3 (+1 eff.) Mind.save +9 (+4 eff.) Blind- +10% Confus- +20% Stun/Frz- +20% ---------- misc Psi/turn +0.12 A pointy cloth hat, very wizardly... |
grounding iron helm of strength (+2) (0 def, 3 armour) grounding iron helm of strength (+2) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str ----- def ----- Armour +3 Fatigue +5% Resists +5% lightning +5% temporal A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm of strength (+3) (0 def, 3 armour) iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Helm of the Dwarven Emperors (0 def, 6 armour) Helm of the Dwarven Emperors (0 def, 6 armour)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. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Master While equipped: Stats +3 Con ----- def ----- Armour +12 Hardiness +5% Fatigue +5% Phys.save +12 (+6 eff.) Stun/Frz- +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
bladed dwarven-steel helm (0 def, 4 armour) bladed dwarven-steel helm (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +4 Str ----- def ----- Armour +4 Fatigue +4% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 119.7 Physical damage. If the attack hits, the target is confused (32% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
7 citrine 7 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. |
6 zircon 6 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. |
3 aquamarine 3 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 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. |
4 amethyst 4 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. |
lapis lazuli lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
134 alchemist agate 134 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. |
Deliblek the brass lantern Deliblek the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +4 Str +5 Dex +2 Wil +1 Cun +1 Con ---------- misc Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(58 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +44.00 ---------- 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. |
iron pickaxe 'Brenatotar' (dig speed 39 turns) iron pickaxe 'Brenatotar' (dig speed 39 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +6% nature +3% mind ----- def ----- Resists +11% nature +6% cold Phys.save +3 (+1 eff.) Max.HP +20.00 Blind- +20% Disarm- +20% Teleport- +20% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 30 turns) miner's iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Polyra the Murkreeve (dig speed 29 turns) Polyra the Murkreeve (dig speed 29 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +5 Str +4 Dex +3 Con dps ---------- Dmg.mod +6% darkness ----- def ----- Fatigue -7% Resists +3% light +6% darkness While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Imp Claw Imp Claw2.0 T1 misc tool [Unique] Arcane While equipped: ---------- misc Light +1 See.Stealth +10 Flame: Level 2.6 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 237.67 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. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Recall (1/1) 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. |
Neroseth the iron torque of psionic shield [power 25] (25 cooldown) Neroseth the iron torque of psionic shield [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +1 Wil +2 Mag dps ---------- Crit.mult +15.00% Phasing +10% ----- def ----- Armour +2 Defense +15 (+7 eff.) Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
yew totem of stinging 'Breezefame' [power 266] (15 cooldown) yew totem of stinging 'Breezefame' [power 266] (15 cooldown)2.0 T3 totem charm [Rare] Nature While equipped: Stats +2 Wil +9 Con dps ---------- Dmg.mod +12% nature ----- def ----- Resists +3% light Sting an enemy dealing 314 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase the duration of 1 beneficial effects by 2. Natural totems are made by powerful wilders to store nature power. |
Belovea the Thunderonslaught [power 105] (15 cooldown) Belovea the Thunderonslaught [power 105] (15 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Spell.pwr +20 (+7 eff.) Res.pen +5% arcane Melee Ret 6 acid ----- def ----- Resists +6% lightning ---------- misc Max.mana +80.00 Fire a magical bolt dealing 159 lightning damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
yew wand of lightning storm 'Deepswill' [power 308] (15 cooldown) yew wand of lightning storm 'Deepswill' [power 308] (15 cooldown)2.0 T3 wand charm [Rare] Arcane While equipped: Stats +4 Str dps ---------- Phys.crit +1.0% Crit.mult +10.00% On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 20% chance to reduce damage dealt by 15% ----- def ----- Armour +6 Die.at -80.00 life Create a radius 3 storm for 5 turns. Each turn, creatures within take 93 lightning damage and will be dazed for 1 turn (465 total damage) Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Insane 5 the Ogre Arcane Blade level 10
6th Mirth 122nd year of Ascendancy at 15:10 see stats
By Insane 5 the Ogre Arcane Blade level 20
59th Dusk 122nd year of Ascendancy at 01:09 see stats
By Insane 5 the Ogre Arcane Blade level 7
4th Mirth 122nd year of Ascendancy at 09:58 see stats
By Insane 5 the Ogre Arcane Blade level 16
44th Dusk 122nd year of Ascendancy at 14:06 see stats
By Insane 5 the Ogre Arcane Blade level 6
1st Mirth 122nd year of Ascendancy at 14:45 see stats
By Insane 5 the Ogre Arcane Blade level 10
9th Mirth 122nd year of Ascendancy at 03:37 see stats
By Insane 5 the Ogre Arcane Blade level 21
6th Haze 122nd year of Ascendancy at 10:32 see stats
By Insane 5 the Ogre Arcane Blade level 17
47th Dusk 122nd year of Ascendancy at 06:21 see stats
Log
Melee retaliation hits Storm drake hatchling for 0 lightning, 7 light, 3 fire, 2 temporal (12 total damage).
Storm drake hatchling hits Insane 5 for 52 physical damage.
Storm drake hatchling hits Insane 5 for 55 physical damage.
Insane 5 hits Storm drake hatchling for 70 fire damage.
Melee retaliation hits Insane 5 for 5 lightning damage.
Insane 5 killed Storm drake hatchling!
Talent Inner Power is ready to use.
Thunderstorm hits Storm drake hatchling for 0 lightning damage.
A shield forms around Insane 5.
Melee retaliation hits Storm drake hatchling for 0 lightning, 7 light, 3 fire, 2 temporal (12 total damage).
Storm drake hatchling hits Insane 5 for (53 absorbed), 0 physical (0 total damage).
You pickup 0.65 gold pieces.
Thunderstorm hits Storm drake hatchling for 0 lightning damage.
Insane 5 hits Storm drake hatchling for 75 fire, 15 physical (90 total damage).
Melee retaliation hits Storm drake hatchling for 0 lightning, 7 light, 3 fire, 2 temporal (12 total damage).
Melee retaliation hits Insane 5 for (3 absorbed), 0 lightning (0 total damage).
Storm drake hatchling hits Insane 5 for (50 absorbed), 0 physical (0 total damage).
Insane 5's spell attains critical power!
Talent Arcane Strike is ready to use.
Thunderstorm hits Storm drake hatchling for 0 lightning damage.
Insane 5 hits Storm drake hatchling for 71 fire damage.
Melee retaliation hits Insane 5 for (3 absorbed), 0 lightning (0 total damage).
Insane 5 killed Storm drake hatchling!
The shield around Insane 5 crumbles.
The furious lightning storm around Insane 5 calms down and disappears.