











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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.
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 1.7.6Donators/Buyers bonus! 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 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:
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:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Ogre |
| Class | Sun Paladin |
| Level / Exp | 19 / 31% |
| Size | big |
| Lifes / Deaths | Killed by Voresewen the rogue at level 19 on the 80th Haze 122nd year of Ascendancy at 03:23 / 2Killed by Voresewen the rogue at level 19 on the 80th Haze 122nd year of Ascendancy at 03:28 |
Primary Stats
| Strength | 51 (base 42) |
| Dexterity | 11 (base 10) |
| Constitution | 16 (base 10) |
| Magic | 54 (base 47) |
| Willpower | 12 (base 10) |
| Cunning | 19 (base 10) |
Resources
| Life | -58/542 |
| Positive | 97/104 |
| Healing Factor | 1.1545771506545 |
| Regeneration | 4.9069528902817 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | -4.4408920985006E-14% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 3 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 41 |
| Crit Chance | 9% |
| APR | 25 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 37 |
| Crit Chance | 8% |
| Speed | 1 |
Offense: Mind
| Mindpower | 21 |
| Crit Chance | 5% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Light | +24% |
| Nature | +11% |
| Cold | +11% |
| Lightning | +6% |
| Fire | +5% |
| All | 0% |
Offense: Damage Penetration
| Acid | +5% |
| Light | +10% |
| Lightning | +15% |
Defense: Base
| Armour (hardiness) | 39.5 (85%) |
| Defense | 10 |
| Ranged Defense | 10 |
| Fatigue | 17 |
| Physical Save | 40 |
| Spell Save | 36 |
| Mental Save | 11 |
Defense: Resistances
| Acid | + 6%( 70%) |
| Physical | + 6%( 70%) |
| Cold | + 22%( 70%) |
| All | 0%( 70%) |
| Lightning | + 22%( 70%) |
| Light | + 13%( 70%) |
| Temporal | + 3%( 70%) |
| Mind | + 11%( 70%) |
| Fire | + 28%( 70%) |
| Nature | + 22%( 70%) |
Defense: Immunities
| Stun Resistance | 60% |
| Bleed Resistance | 40% |
| Confusion Resistance | 43% |
| Teleport Resistance | 10% |
| Instadeath Resistance | 100% |
| Poison Resistance | 40% |
| Knockback Resistance | 90% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 16 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 280 damage for 3 turns. Its effects scale with your Strength 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 103 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. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 658% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Magic stat. |
Class Talents
| Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Celestial / Guardian | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Combat | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| Celestial / Sun | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield offense | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Two-handed assault | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Celestial / Light | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lone alchemist from death by Sun Krog. Escort: lone alchemist (level 1 of Daikara) | failed |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)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 have explored the Daikara and vanquished the huge ice dragon that dwelled there. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed orc heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed snow giant kidney. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within5 lumberjacks have died. | done |
Equipment
| On feet | [vs. Heatpierce the pair of iron boots (0 def, 3 armour) (On feet)]Heatpierce the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9%(-) light +6%(-) acid Res.pen +5%(-) acid ----- def ----- Armour +3 (-) Fatigue +2% (-) Resists +6%(-) fire ---------- misc Stam/turn +0.40 (-) Max.stam +11.00 (-) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Planar Beacon 1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 (-) Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 91.17 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 91.17 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
| On head | [vs. Quasit's Skull (0 def, 12 armour) (On head)]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 (+5 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. |
| On hands | [vs. Morningbile the hardened leather gloves (0 def, 2 armour) (On hands)]Morningbile the hardened leather gloves (0 def, 2 armour) 1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 8(-) fire Dmg.mod +12%(-) light +5%(-) fire ----- def ----- Armour +2 (-) Resists +3%(-) acid +13%(-) fire +6%(-) light +3%(-) temporal Teleport- +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. |
| Tool | [vs. Prox's Lucky Halfling Foot (Tool)]Prox's Lucky Halfling Foot 2.0 T1 misc tool [Unique] Nature While equipped: Stats +5(-) Lck ----- def ----- Defense +5 (+5 eff.) (-) ---------- misc T.Disarm +5 (-) Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]Wheel of Fate 0.1 T1 ring jewelry [Unique] Arcane While equipped: Stats +4(-) Wil +5(-) Cun +3(-) Con dps ---------- Mind.pwr +6 (+5 eff.) (-) Dmg.mod +11%(-) nature +3%(-) light Res.pen +15%(-) lightning Melee Ret 2(-) light ----- def ----- Resists +22%(-) nature Phys.save +6 (+2 eff.) (-) Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? Tap to cycle through comparison choices |
| On fingers | [vs. Wheel of Fate (On fingers, 1 of 2)]copper ring 'Ivyletira' 0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-5 eff.)) Dmg.mod +11% cold +0%(-11%) nature +0%(-3%) light Res.pen +0%(-15%) lightning Melee Ret 0(-2) light ----- def ----- Resists +6% lightning +22% cold +0%(-22%) nature +3% acid Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Spell.save +9 (+4 eff.) Poison- +20% Rings make your fingers look great! Tap to cycle through comparison choices |
| Around neck | [vs. clarifying copper amulet of healing (Around neck)]clarifying copper amulet of healing 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +11%(-) mind Heal.mod +10% (-) Cut- +40% (-) Confus- +23% (-) Heal: Puts all charms on 35 cooldown Level 3.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 181 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
| In main hand | [vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]Drake's Bane (45-68 power, 21 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery 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 (+4 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. |
| Around waist | [vs. Mighty Girdle (Around waist)]Mighty Girdle 1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 (-) Fatigue -10% (-) Max.HP +40.00 (-) Knockbk- +40% (-) ---------- misc Max.enc +70 (-) This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
| In off hand | [vs. wrathful steel shield of lightning resistance (+16%) (0 def, 4 armour, 14-17 power, 40.5 block) (In off hand)]wrathful steel shield of lightning resistance (+16%) (0 def, 4 armour, 14-17 power, 40.5 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane/Master When used to Attack: Power 14.0 - 16.8 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% (-) Block +40 (-) On Crit.r2 +12(-) light +10(-) fire While equipped: dps ---------- On shield block: + Deals 96 light and fire damage to each enemy blocked ----- def ----- Armour +4 (-) Fatigue +8% (-) Resists +16%(-) lightning +9%(-) fire +7%(-) light ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
| Cloak | [vs. Dayrigor the linen cloak (1 def, 0 armour) (Cloak)]Dayrigor the linen cloak (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Master While equipped: Stats +2(-) Cun +2(-) Dex dps ---------- Melee+ 0(-20) item darkness numbing Dmg.mod +6%(-) lightning Res.pen +10%(-) light Acc +4 (+2 eff.) (-) Apr +4 (-) Melee Ret 4(-) light 2(-) darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Defense +1 (+1 eff.) (-) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | [vs. Ulasta the iron mail armour (2 def, 4 armour) (Main armor)]Ulasta the iron mail armour (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Rare] Master While equipped: ----- def ----- Armour +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +6%(-) physical Phys.save +11 (+5 eff.) (-) Die.at -40.00 life (-) HP.reg +4.00 (-) Poison- +20% (-) Confus- +20% (-) Stun/Frz- +10% (-) Knockbk- +10% (-) A suit of armour made of mail. |
Inventory
[vs. Infusion: Movement [movement infusion of the wizard (speed 615%; cd 11)] (on body)]movement infusion (speed 400%; cd 13) 0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% 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. 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 warrior (heal 290; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 290 life over 5 turns. Its effects scale with your Strength 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 300; 17 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 300 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. |
wild infusion of the warrior (res 29%; physical; dur 4; 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 cure yourself of one random physical effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 29%; mental; dur 3; 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 cure yourself of one random mental effect and reduce all damage taken by 29% for 3 turns. Also removes cross-tier effects of the affected types for free. 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. |
[vs. clarifying copper amulet of healing (Around neck)]clarifying copper amulet of magic (+2) 0.1 T1 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +11%(-) mind Heal.mod +0% (-10%) Cut- +0% (-40%) Confus- +20% (-3%) Amulets make your neck look great! |
[vs. Wheel of Fate (On fingers, 1 of 2)]copper ring of perseverance 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-5 eff.)) Dmg.mod +0%(-11%) nature +0%(-3%) light Res.pen +0%(-15%) lightning Melee Ret 0(-2) light ----- def ----- Resists +0%(-22%) nature Phys.save +0 (+0 eff.) (-6 (-2 eff.)) HP.reg +2.00 Stun/Frz- +20% Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]warrior's copper ring 0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Str +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-5 eff.)) Dmg.mod +0%(-11%) nature +0%(-3%) light Res.pen +0%(-15%) lightning Melee Ret 0(-2) light ----- def ----- Armour +6 Resists +0%(-22%) nature Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]wizard's copper ring of aether (+10%) 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-5 eff.)) Dmg.mod +0%(-3%) light +10% arcane +0%(-11%) nature Res.pen +0%(-15%) lightning Melee Ret 0(-2) light ----- def ----- Resists +10% arcane +0%(-22%) nature Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Spell.save +6 (+3 eff.) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]marksman's steel ring 0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-5 eff.)) Dmg.mod +0%(-11%) nature +0%(-3%) light Res.pen +0%(-15%) lightning Acc +8 (+2 eff.) Melee Ret 0(-2) light ----- def ----- Resists +0%(-22%) nature Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Wheel of Fate (On fingers, 1 of 2)]warrior's steel ring of fire (+22%) 0.1 T2 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str +0(-4) Wil +0(-5) Cun +0(-3) Con dps ---------- Mind.pwr +0 (+0 eff.) (-6 (-5 eff.)) Dmg.mod +11% fire +0%(-11%) nature +0%(-3%) light Res.pen +0%(-15%) lightning Melee Ret 0(-2) light ----- def ----- Armour +6 Resists +0%(-22%) nature +22% fire Phys.save +0 (+0 eff.) (-6 (-2 eff.)) Rings make your fingers look great! Tap to cycle through comparison choices |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]steel battleaxe (20-29 power, 2 apr) 3.0 T2 battleaxe 2H weapon Reqs Str 16 [Normal] Power 19.5 - 29.2(-25.5 - -38.2) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-19) Crit +5.0% (+3.0%) Atk.spd 100% (-) Against +0% (-25% )Dragon While equipped: Stats +0(-6) Str ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Massive two-handed battleaxes. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]iron greatsword (17-27 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Normal] Power 17.0 - 27.2(-28.0 - -40.3) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 (-20) Crit +2.5% (+0.5%) Atk.spd 100% (-) Against +0% (-25% )Dragon While equipped: Stats +0(-6) Str ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Massive two-handed swords. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]iron greatsword of daylight (19-30 power, 1 apr) 3.0 T1 greatsword 2H weapon Reqs Str 11 [Ego] Arcane Power 19.0 - 30.4(-26.0 - -37.1) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 (-20) Crit +2.5% (+0.5%) Atk.spd 100% (-) Melee+ +9 light Against +9% Undead +0% (-25% )Dragon While equipped: Stats +0(-6) Str ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Massive two-handed swords. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]flaming steel greatsword of corruption (24-39 power, 2 apr) 3.0 T2 greatsword 2H weapon Reqs Str 16 [Ego+] Arcane Power 24.5 - 39.2(-20.5 - -28.3) Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 (-19) Crit +3.0% (+1.0%) Atk.spd 100% (-) Against +0% (-25% )Dragon On Hit.r1 +9 fire On Hit: 20% Curse of Vulnerability 2 While equipped: Stats +0(-6) Str ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Massive two-handed swords. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]iron mace (11-15 power, 2 apr) 3.0 T1 mace 1H weapon Reqs Str 11 [Normal] Power 11.0 - 15.4(-34.0 - -52.1) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 (-19) Crit +0.5% (-1.5%) Atk.spd 100% (-) Against +0% (-25% )Dragon While equipped: Stats +0(-6) Str ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Blunt and deadly. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]hateful steel mace of paradox (12-18 power, 3 apr) 3.0 T2 mace 1H weapon Reqs Str 16 [Ego] Arcane/Psionic Power 12.5 - 17.5(-32.5 - -50.0) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 (-18) Crit +1.0% (-1.0%) Atk.spd 100% (-) Melee+ +7 darkness +8 temporal Against +5% Living +0% (-25% )Dragon While equipped: Stats +0(-6) Str ----- def ----- Resists +6% temporal D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Blunt and deadly. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]balanced iron waraxe of massacre (18-24 power, 2 apr) 3.0 T1 waraxe 1H weapon Reqs Str 11 [Ego] Master Power 17.5 - 24.5(-27.5 - -43.0) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 (-19) Crit +3.5% (+1.5%) Atk.spd 100% (-) Against +0% (-25% )Dragon While equipped: Stats +0(-6) Str dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+6 eff.) D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Disarm- +20% Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) One-handed war axes. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand)]Brightward (20-29 power, 4 apr) 3.0 T3 waraxe 1H weapon Reqs Str 24 [Rare] Master Power 20.5 - 28.7(-24.5 - -38.8) Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 (-17) Crit +4.5% (+2.5%) Atk.spd 100% (-) Melee+ +4 light Against +0% (-25% )Dragon On Hit.r1 +16 fire On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: Stats +0(-6) Str dps ---------- Dmg.mod +3% fire Res.pen +20% light Acc +6 (+2 eff.) ----- def ----- Defense +7 (+7 eff.) D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Disarm- +27% Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Def/telep +5 Res/telep +5% Dur/telep +5% One-handed war axes. |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand, 1 of 2)]chilling steel dagger of daylight (10-14 power, 6 apr) 1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Arcane Power 10.5 - 13.7(-34.5 - -53.9) Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +6 (-15) Crit +5.0% (+3.0%) Atk.spd 100% (-) Melee+ +7 light +9 cold Against +8% Undead +0% (-25% )Dragon While equipped: Stats +0(-6) Str ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) Sharp, short and deadly. Tap to cycle through comparison choices |
[vs. Drake's Bane (45-68 power, 21 apr) (In main hand, 1 of 2)]vined mindstar (4-4 power, 18 apr, nature damage) 3.0 T2 mindstar 1H weapon Reqs Wil 16 [Normal] Nature Power 4.0 - 4.4(-41.0 - -63.1) Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 (-3) Crit +3.0% (+1.0%) Atk.spd 100% (-) Against +0% (-25% )Dragon While equipped: Stats +0(-6) Str dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- D.Red.from +0% (-25% )Dragon Phys.save +0 (+0 eff.) (-9 (-4 eff.)) Stun/Frz- +0% (-20%) Knockbk- +0% (-40%) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. Tap to cycle through comparison choices |
[vs. wrathful steel shield of lightning resistance (+16%) (0 def, 4 armour, 14-17 power, 40.5 block) (In off hand)]Coral Spray (8 def, 8 armour, 18-25 power, 48 block) 7.0 T1 shield armor Reqs Shield usage training Str 16 [Unique] Nature When used to Attack: Power 18.0 - 25.2(+4.0 - +8.4) Physical Uses 140% Str Acc+ +2.0% proc dam (max 200%) Crit +2.0% (-1.0%) Block +48 (+8) Melee+ +10 cold On Crit.r2 +0(-12) light +0(-10) fire While equipped: dps ---------- On shield block: + 30% chance to spray freezing water (radius 4 cone) at the target. ----- def ----- Armour +8 (+4) Defense +8 (+8 eff.) Fatigue +12% (+4%) Resists +0%(-16%) lightning +15% cold +0%(-7%) light +10%(+1%) fire ---------- misc Max.Air +20.00 Talents +1.00(-) Block On block: 30% chance to spray freezing water (radius 4 cone) at the target. A chunk of jagged coral, dredged from the ocean. |
[vs. wrathful steel shield of lightning resistance (+16%) (0 def, 4 armour, 14-17 power, 40.5 block) (In off hand)]icy steel shield of mind resistance (+10%) (0 def, 4 armour, 18-21 power, 38.5 block) 7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Nature/Psionic When used to Attack: Power 17.5 - 21.0(+3.5 - +4.2) Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% (-) Block +38 (-2) On Crit.r2 +0(-12) light +0(-10) fire While equipped: dps ---------- Melee+ 6 cold Melee Ret 1 ice ----- def ----- Armour +4 (-) Fatigue +8% (-) Resists +0%(-16%) lightning +0%(-9%) fire +10% mind +0%(-7%) light ---------- misc Talents +1.00(-) Block Handheld deflection devices. |
[vs. Ulasta the iron mail armour (2 def, 4 armour) (Main armor)]Sparkfist (0 def, 0 armour) 2.0 T2 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +30% lightning +17% fire Res.pen +25% acid ----- def ----- Armour +0 (-4) Defense +0 (+0 eff.) (-2 (-2 eff.)) Fatigue +0% (-12%) Resists +25% fire +0%(-6%) physical +9% all Phys.save +0 (+0 eff.) (-11 (-5 eff.)) Die.at +0.00 life (+40.00 life) HP.reg +0.00 (-4.00) Poison- +0% (-20%) Confus- +0% (-20%) Stun/Frz- +0% (-10%) Knockbk- +0% (-10%) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
[vs. Ulasta the iron mail armour (2 def, 4 armour) (Main armor)]Eel-skin armour (16 def, 0 armour) 9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Armour +0 (-4) Defense +16 (+14 eff.) (+14 (+12 eff.)) Fatigue +2% (-10%) Resists +15% lightning +0%(-6%) physical Phys.save +0 (+0 eff.) (-11 (-5 eff.)) Die.at +0.00 life (+40.00 life) HP.reg +0.00 (-4.00) Poison- +50% (+30%) Confus- +0% (-20%) Pinning- +50% Stun/Frz- +0% (-10%) Knockbk- +0% (-10%) 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 33.70 to 101.11 lightning damage (67.41 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
[vs. Ulasta the iron mail armour (2 def, 4 armour) (Main armor)]iron mail armour of Eyal (2 def, 4 armour) 14.0 T1 heavy armor Reqs Heavy armour training Str 14 [Ego+] Nature While equipped: ----- def ----- Armour +4 (-) Defense +2 (+2 eff.) (-) Fatigue +12% (-) Resists +0%(-6%) physical Phys.save +0 (+0 eff.) (-11 (-5 eff.)) Die.at +0.00 life (+40.00 life) Max.HP +22.00 HP.reg +2.00 (-2.00) Heal.mod +11% Poison- +0% (-20%) Confus- +0% (-20%) Stun/Frz- +0% (-10%) Knockbk- +0% (-10%) A suit of armour made of mail. |
[vs. Mighty Girdle (Around waist)]rough leather belt 'Yvareth' 1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Cun dps ---------- Mind.crit +5% Phys.pwr +4 (+1 eff.) Mind.pwr +10 (+5 eff.) ----- def ----- Armour +0 (-4) Fatigue +0% (+10%) Spell.save +6 (+3 eff.) Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) Equi/ret +0.16 Size +1 A belt that goes around your waist. |
[vs. Mighty Girdle (Around waist)]rough leather belt of the mystic 1.0 T1 belt armor [Ego] Arcane While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +0 (-4) Fatigue +0% (+10%) Mind.save +6 (+6 eff.) Max.HP +0.00 (-40.00) Knockbk- +0% (-40%) ---------- misc Max.enc +0 (-70) A belt that goes around your waist. |
[vs. Dayrigor the linen cloak (1 def, 0 armour) (Cloak)]Isulaith (1 def, 0 armour) 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +0(-2) Dex +3(+1) Cun +2 Con dps ---------- Melee+ 0(-20) item darkness numbing Dmg.mod +0%(-6%) lightning Res.pen +0%(-10%) light Acc +0 (+0 eff.) (-4 (-2 eff.)) Apr +0 (-4) Melee Ret 0(-4) light 0(-2) darkness ----- def ----- Defense +1 (+1 eff.) (-) Spell.save +6 (+3 eff.) Mind.save +5 (+5 eff.) Die.at -20.00 life ---------- misc Light +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
[vs. Heatpierce the pair of iron boots (0 def, 3 armour) (On feet)]Lightningwilder (0 def, 5 armour) 2.0 T1 feet armor [Rare] Master While equipped: Stats +7 Lck +4 Dex dps ---------- Dmg.mod +3%(-3%) acid +6% physical +0%(-9%) light Res.pen +0%(-5%) acid Acc +5 (+1 eff.) ----- def ----- Armour +5 (+2) Fatigue +0% (-2%) Resists +3% lightning +0%(-6%) fire Stealth +5 ---------- misc Stam/turn +0.00 (-0.40) Max.stam +0.00 (-11.00) A pair of boots made of leather. |
[vs. Heatpierce the pair of iron boots (0 def, 3 armour) (On feet)]Brightwill the pair of iron boots (0 def, 3 armour) 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +0%(-6%) acid +3% fire +3% mind +0%(-9%) light Res.pen +5%(-) acid Melee Ret 6 fire ----- def ----- Armour +3 (-) Fatigue +2% (-) Resists +3% acid +15%(+9%) fire +6% cold ---------- misc Stam/turn +0.00 (-0.40) Max.stam +0.00 (-11.00) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
[vs. Morningbile the hardened leather gloves (0 def, 2 armour) (On hands)]Tundraguile (0 def, 1 armour) 1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +3 Dex +1 Wil +4 Con dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 0(-8) fire Dmg.mod +0%(-12%) light +0%(-5%) fire ----- def ----- Armour +1 (-1) Fatigue +1% Resists +0%(-3%) acid +0%(-3%) temporal +0%(-6%) light +3% cold +0%(-13%) fire Crit.chn- 5.00% Teleport- +0% (-10%) ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Morningbile the hardened leather gloves (0 def, 2 armour) (On hands)]sand iron gauntlets of strength (+2) (0 def, 6 armour) 1.5 T1 hands armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Melee+ 0(-8) fire 6 physical Dmg.mod +4% physical +0%(-12%) light +0%(-5%) fire ----- def ----- Armour +6 (+4) Fatigue +1% Resists +0%(-3%) acid +0%(-13%) fire +0%(-6%) light +0%(-3%) temporal Teleport- +0% (-10%) 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. |
[vs. Morningbile the hardened leather gloves (0 def, 2 armour) (On hands)]Camokhad the Murkwither (0 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +2 Str +6 Dex +5 Wil +2 Cun +2 Con dps ---------- Melee+ 9 blight 0(-8) fire Dmg.mod +5% blight +0%(-5%) fire +0%(-12%) light ----- def ----- Armour +2 (-) Fatigue +3% Resists +0%(-3%) acid +0%(-3%) temporal +0%(-6%) light +7% blight +0%(-13%) fire +3% nature Teleport- +0% (-10%) 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. |
[vs. Morningbile the hardened leather gloves (0 def, 2 armour) (On hands)]Daytrencher (5 def, 2 armour) 1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee+ 0(-8) fire Dmg.mod +3%(-9%) light +0%(-5%) fire ----- def ----- Armour +2 (-) Defense +5 (+5 eff.) Fatigue +3% Resists +0%(-3%) acid +0%(-3%) temporal +6% darkness +0%(-13%) fire +9% nature +0%(-6%) light Spell.save +9 (+4 eff.) HP.reg +3.00 Blind- +20% Teleport- +0% (-10%) ---------- misc Stam/turn +1.00 Max.stam +15.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]clarifying linen wizard hat of frost (+16%) (1 def, 0 armour) 2.0 T1 head armor [Ego] Nature/Psionic While equipped: Stats +3 Cun +0(-3) Con dps ---------- Dmg.mod +11% cold ----- def ----- Armour +0 (-12) Hardiness +0% (-5%) Defense +1 (+1 eff.) Fatigue +0% (-5%) Resists +16% cold Phys.save +0 (+0 eff.) (-12 (-5 eff.)) Mind.save +6 (+6 eff.) Stun/Frz- +0% (-30%) A pointy cloth hat, very wizardly... |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]Tempestpeal the iron helm (0 def, 3 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +0(-3) Con dps ---------- Dmg.mod +3% lightning +6% fire +3% darkness ----- def ----- Armour +3 (-9) Hardiness +0% (-5%) Fatigue +5% (-) Resists +3% lightning +12% fire Phys.save +10 (+5 eff.) (-2 (+0 eff.)) Stun/Frz- +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
[vs. Quasit's Skull (0 def, 12 armour) (On head)]iron helm 'Chalemnir' (5 def, 9 armour) 3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +0(-3) Con ----- def ----- Armour +9 (-3) Hardiness +0% (-5%) Defense +5 (+5 eff.) Fatigue +5% (-) Resists +3% light +3% darkness Phys.save +0 (+0 eff.) (-12 (-5 eff.)) Max.HP +60.00 HP.reg +4.00 Stun/Frz- +0% (-30%) A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 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. |
5 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 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Crystal Focus0.0 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. |
56 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. |
[vs. Planar Beacon (Light source)]Jetwrest the brass lantern 2.0 T1 lite [Rare] Master While equipped: dps ---------- Res.pen +20% darkness On Hit (Melee): * 10% chance to reduce damage dealt by 13% ----- def ----- Resists +6% darkness +3% cold ---------- misc Light +5 (+2) A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Planar Beacon (Light source)]brass lantern 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. |
[vs. Planar Beacon (Light source)]survivor's brass lantern of clarity 2.0 T1 lite [Ego] Nature/Psionic While equipped: ----- def ----- Phys.save +5 (+2 eff.) Mind.save +6 (+6 eff.) Heal.mod +13% ---------- misc Light +3 (-) See.Stealth +6 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
[vs. Prox's Lucky Halfling Foot (Tool)]miner's iron pickaxe (dig speed 31 turns) 3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str +0(-5) Lck ----- def ----- Defense +0 (+0 eff.) (-5 (-5 eff.)) ---------- misc T.Disarm +0 (-5) Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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 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. |
Achievements
Bringer of Doom (Nightmare (Roguelike) difficulty)
Killed a Bringer of Doom.By Sun Krog the Ogre Sun Paladin level 18
78th Haze 122nd year of Ascendancy at 02:46 see stats
Curse Lifter (Nightmare (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Sun Krog the Ogre Sun Paladin level 14
25th Dusk 122nd year of Ascendancy at 20:14 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Sun Krog the Ogre Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 15:49 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Sun Krog the Ogre Sun Paladin level 11
2nd Summertide 122nd year of Ascendancy at 21:48 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Sun Krog the Ogre Sun Paladin level 12
5th Flare 122nd year of Ascendancy at 10:51 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Sun Krog the Ogre Sun Paladin level 17
51st Dusk 122nd year of Ascendancy at 07:50 see stats
Unstoppable (Nightmare (Roguelike) difficulty)
Returned from the dead.By Sun Krog the Ogre Sun Paladin level 19
80th Haze 122nd year of Ascendancy at 03:23 see stats
Log
Melee retaliation hits Voresewen the rogue for 2 light, 0 darkness, 2 light, 0 darkness (4 total damage).
Sun Krog hits Voresewen the rogue for 0 fire, 0 fire (0 total damage).
Talent Sun Ray is ready to use.
Deadly Poison from Thief hits Sun Krog for 26 nature damage.
A bear trap snaps onto Sun Krog!
Rogue sapper's bear trap hits Sun Krog for 53 physical damage.
Sun Krog resists the vile poison!
Thief performs a melee critical strike against Sun Krog!
Melee retaliation hits Thief for 5 light, 1 darkness, 5 light, 1 darkness (13 total damage).
Melee retaliation hits Thief for 5 light, 1 darkness, 5 light, 1 darkness (13 total damage).
Thief hits Sun Krog for 18 physical, 6 blight, 17 physical (42 total damage).
Thief hits Sun Krog for 10 physical, 4 nature, 3 mind, 3 physical, 4 fire (23 total damage).
Thief uses Infusion: Healing.
Thief receives 108 healing from Infusion: Healing.
LIFE LOST WARNING!
Melee retaliation hits Bandit lord for 5 light, 1 darkness, 5 light, 1 darkness (13 total damage).
Melee retaliation hits Rogue for 5 light, 1 darkness, 5 light, 1 darkness (13 total damage).
Bandit lord hits Sun Krog for 20 physical, 10 physical (31 total damage).
Rogue hits Sun Krog for 11 physical, 4 physical (15 total damage).
Keyboard input temporarily disabled.
Sun Krog casts Healing Light.
Sun Krog receives 145 healing.
Voresewen the rogue uses Acidbeam.
Voresewen the rogue's mind surges with critical power!
Voresewen the rogue damages himself through Martyrdom!
Voresewen the rogue shares damage with his oozes!
Voresewen the rogue hits Sun Krog for 371 acid damage.
Sun Krog hits Voresewen the rogue for 4 acid damage.
Sun Krog the level 19 ogre sun paladin was corroded to death by Voresewen the rogue on level 1 of Damp Cave.






























































































