Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Free Respec 1.7.2Allow trial and error for character building without restarting new game while minimizing inbalance. You can respec stats, talents, categories and prodigies freely at any time. Based on Full Respecialization. Fix the Error for prodigies learning introduced v1.7. Warning: Weight: 100 Superload: Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Umbral Incantor Evolution for Shadowblade 1.7.6Adds a new evolution for Shadowblades, the Umbral Incantor. As an Umbral Incantor, the Shadowblade will regenerate 1 mana per turn and gain several bonuses to their talents if they are equipped with a staff: - Shadow Combat: the damage will also be triggered when you cast Channel Staff, and when triggered this way can be a spell critical Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Two-Handed Dual-Wielding Counts 1.7.0If you are wielding a two-handed weapon in mainhand and another weapon in offhand (via Ogres' Grisly Constitution talent or various addons), arranges for your melee weapon damage to be recorded as both two-handed weapon damage and dual-wielded weapon damage for purposes of satisfying prodigy requirements (notably Windblade). Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: 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: 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 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. Sun Paladin + Evolution Buff Pack 1.7.4Buffs talents for Sun Paladins, as well as their evolutions. Sun Paladin
Avatar of a Distant Sun
Quickshot and Munitions Expert Evolutions for Archer 1.7.6Adds two class evolutions for Archer, the Quickshot and the Munitions Expert. As a Quickshot, the Archer gains the ability to equip a second quiver/pouch in the tool slot and has a 50% chance on archery hit to trigger a shot using ammo from your tool slot. As a Munitions Expert, the Archer gains the Munitions talent tree unlocked at 1.3 mastery. Provides three munitions sustains to enhance your shots with fire, poison, or piercing capabilities. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Lich |
Class | Necromancer |
Level / Exp | 30 / 55% |
Size | medium |
Lifes / Deaths | Killed by Mayylaith the snow giant at level 29 on the 54th Regrowth 123rd year of Ascendancy at 23:54 / 1 |
Primary Stats
Strength | 33 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 63 (base 53) |
Magic | 94 (base 60) |
Willpower | 51 (base 16) |
Cunning | 47 (base 13) |
Resources
Life | 490/490 |
Mana | 508/513 |
Soul | 11/11 |
Healing Factor | 1.3446192134509 |
Regeneration | 5.7146316571662 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 12 |
Infravision | 6 |
See Stealth | 43.788166841648 |
See Invisible | 46.788166841648 |
ESP Range | 10 |
ESP Kinds | undead |
Offense: Mainhand
Damage | 45 |
Accuracy | 21 |
Crit Chance | 15% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 73 |
Crit Chance | 29% |
Speed | 1 |
Offense: Mind
Mindpower | 41 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Physical | +22% |
Darkness | +31% |
Light | +15% |
Temporal | +14% |
Mind | +18% |
Arcane | +22% |
Cold | +75% |
All | 0% |
Offense: Damage Penetration
Darkness | +52% |
Physical | +20% |
Mind | +15% |
Arcane | +5% |
Cold | +52% |
All | 0% |
Defense: Base
Armour (hardiness) | 34 (30%) |
Defense | 30 |
Ranged Defense | 30 |
Fatigue | 14 |
Physical Save | 37 |
Spell Save | 48 |
Mental Save | 47 |
Defense: Resistances
Arcane | + 33%( 70%) |
Cold | + 69%( 70%) |
All | + 29%( 70%) |
Darkness | + 58%( 70%) |
Light | + 33%( 70%) |
Temporal | + 45%( 70%) |
Physical | + 45%( 70%) |
Mind | + 38%( 70%) |
Fire | + 33%( 70%) |
Nature | + 36%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Pinning Resistance | 0% |
Bleed Resistance | 100% |
Knockback Resistance | 20% |
Fear Resistance | 100% |
Stun Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (5/5)
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 252 damage for 4 turns. Its effects scale with your Willpower stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 101 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 Constitution stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 13 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 18%, your defense is increased by 18 and all your resistances by 18%. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 570 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
Class Talents
Spell / Glacial waste | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Nightfall | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Spell / Eradication | 1.50 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Spell / Master of bones | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Spell / Animus | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 2/5 |
Generic Talents
Undead / Lich | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Spectre | 1.30 |
| 4/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 0/5 |
| 1/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 3/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
talent | Spikes of Decrepitude |
talent | Reaping |
talent | Eternal Night |
talent | Hiemal Shield |
beneficial effect | The target is energized by the cold while wearing the Frost Treads, gaining 20% increased cold damage. Frozen Ground |
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her failed experiments. You have taken her heart, for your own experiments. You do not plan to fail as she did. | done |
You failed to protect the repented thief from death by Xema the cold drake hatchling. Escort: repented thief (level 2 of Daikara) | failed |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Trollmire. Escort: repented thief (level 3 of Trollmire)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you improved talent Heightened Senses (+1 level(s)). | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * You are experienced enough. * You have 'extracted' the heart of one of your fellow necromancers. * Yiilkgur the Sher'tul Fortress is a suitable location. * Yiilkgur has enough energy. * You are now on the path of lichdom. * You have ascended to Lichdom! | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 47. | 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: * You've found the needed pouch of faeros ash. * You've found the needed length of troll intestine. * 'Needed: one chunk of ghoul flesh. Unfortunately for you, the chunks that regularly fall off ghouls won't do. I need one freshly carved off.' Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * You've found the needed pouch of bone giant dust. * You've found the needed ice ant stinger. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed green worm. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' * You've found the needed warg claw. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Frost Treads (1 def, 4 armour) Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Cun +4 Wil dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+1 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Light source | Voidspire the alchemist's lamp Voidspire the alchemist's lamp0.0 T3 lite [Random Unique] Arcane/Master While equipped: Stats +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +18% darkness +3% cold ----- def ----- Resists +16% cold +3% darkness +7% temporal Def/telep +13 Res/telep +12% Dur/telep +13% ---------- misc Light +9 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Arithra (9 def, 4 armour) Arithra (9 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +6 Str +4 Cun +3 Con dps ---------- Spell.pwr +20 (+5 eff.) Phasing +20% Acc +4 (+2 eff.) On Melee Ret: * 13% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +9 (+5 eff.) Fatigue +4% Phys.save +7 (+3 eff.) Mind.save +5 (+2 eff.) ---------- misc Mana/s.crit +2.00 Battle Cry: Puts all charms on 28 cooldown Level 2.0 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | piercing iron torque of clear mind [power 1] (25 cooldown) piercing iron torque of clear mind [power 1] (25 cooldown)2.0 T1 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +6 Mag +13 Wil +11 Cun dps ---------- Mind.crit +6% Spell.pwr +9 (+2 eff.) Mind.pwr +10 (+3 eff.) Res.pen +15% mind ----- def ----- Defense +10 (+5 eff.) Mind.save +9 (+3 eff.) Stun/Frz- +30% ---------- misc Max.hate +4.00 Rings make your fingers look great! |
On fingers | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Str +4 Dex +7 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +12% mind Res.pen +20% physical ----- def ----- Resists +6% fire +12% mind +5% arcane HP.reg +4.00 Stun/Frz- +57% Rings make your fingers look great! |
Around waist | Unrofang the hardened leather belt Unrofang the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Mind.crit +2% ----- def ----- Armour +9 Defense +8 (+4 eff.) Phys.save +14 (+5 eff.) Die.at -80.00 life Blind- +20% Disease- +10% Stun/Frz- +20% A belt that goes around your waist. |
In main hand | Layina the yew magestaff (24-29 power, 4 apr, cold element) Layina the yew magestaff (24-29 power, 4 apr, cold element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 24.0 - 28.8 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +2 Mag +2 Wil dps ---------- Spell.crit +3% Spell.pwr +15 (+3 eff.) Dmg.mod +24% cold +3% arcane +6% mind Melee Ret 6 arcane On Hit (Melee): * 10% chance to reduce all saves and defense by 26 ---------- misc Max.mana +49.00 Talents +1 Command Staff On Spell Hit: 10% Curse of Impotence 3 Staves designed for wielders of magic, by the greats of the art. |
On hands | Manyndur the dwarven-steel gauntlets (0 def, 12 armour) Manyndur the dwarven-steel gauntlets (0 def, 12 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +7 (+3 eff.) Res.pen +5% arcane ----- def ----- Armour +12 Fatigue +3% Resists +1% physical Die.at -20.00 life Max.HP +20.00 Knockbk- +20% 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. |
Main armor | cashmere robe 'Nerokira' (5 def, 5 armour) cashmere robe 'Nerokira' (5 def, 5 armour)2.0 T3 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Str +3 Dex +10 Mag +4 Wil dps ---------- Spell.crit +4% Spell.pwr +2 (+0 eff.) Dmg.mod +15% light +22% physical +19% arcane +14% temporal ----- def ----- Armour +5 Defense +5 (+3 eff.) Resists +7% darkness +22% physical +6% light +11% all Max.HP +35.00 ---------- misc Max.mana +46.00 Light +3 See.Invis +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | murderer's cashmere cloak of the voidstalker (2 def, 0 armour) murderer's cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +2 Dex dps ---------- Acc +5 (+3 eff.) Apr +6 ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +16% temporal Def/telep +12 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | gold amulet of mastery (0.20 Spell / Eradication) gold amulet of mastery (0.20 Spell / Eradication)0.1 T3 amulet jewelry [Ego] Master While equipped: ---------- misc Masteries +0.20 Spell/Eradication Amulets make your neck look great! |
Inventory
wild infusion of the titan (res 30%; physical; dur 4; cd 14) wild infusion of the titan (res 30%; physical; dur 4; 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 physical effect and reduce all damage taken by 30% for 4 turns. Also removes cross-tier effects of the affected types for free. 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. |
Adylrann the Stormvault Adylrann the Stormvault0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +4 Dex dps ---------- Dmg.mod +6% lightning Res.pen +20% lightning +15% light +5% acid Melee Ret 8 lightning ----- def ----- Resists +9% light Amulets make your neck look great! |
Iselewe (0 def, 1 armour) Iselewe (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 7 nature Dmg.mod +4% nature +6% blight Res.pen +20% blight +25% acid Melee Ret 4 arcane On Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% nature +18% blight 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. |
Camadir the dwarven-steel gauntlets (10 def, 18 armour) Camadir the dwarven-steel gauntlets (10 def, 18 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Con dps ---------- Phys.pwr +10 (+5 eff.) Dmg.mod +9% blight +12% arcane Acc +10 (+5 eff.) On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 32 ----- def ----- Armour +18 Defense +10 (+5 eff.) Fatigue +3% Phys.save +11 (+4 eff.) Spell.save +5 (+2 eff.) Mind.save +5 (+2 eff.) Die.at -40.00 life Disarm- +38% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
wild infusion (res 17%; physical; dur 3; cd 13) wild infusion (res 17%; physical; dur 3; 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 cure yourself of one random physical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
gifted vined mindstar of life (5-6 power, 18 apr, mind damage) gifted vined mindstar of life (5-6 power, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +8 (+3 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.70 ---------- 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. |
rejuvenating cured leather armour of command (12 def, 9 armour) rejuvenating cured leather armour of command (12 def, 9 armour)9.0 T2 light armor [Ego+] Nature/Psionic While equipped: Stats +2 Cun ----- def ----- Armour +9 Defense +12 (+6 eff.) Fatigue +7% Mind.save +12 (+4 eff.) HP.reg +3.60 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
blink rune (range 4; phase 14; cd 16) blink rune (range 4; phase 14; cd 16)0.1 T1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 16 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 14%, your defense is increased by 14 and all your resistances by 14%. 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 |
cruel ash magestaff of illumination (15-18 power, 3 apr, cold element) cruel ash magestaff of illumination (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon [Ego] Nature/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 +10% Crit.mult +12.00% Spell.pwr +6 (+1 eff.) Dmg.mod +15% cold ----- def ----- Defense +7 (+4 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 2.0 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 7 that illuminates the area and deals 154.00 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. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+3 eff.) Fatigue -7% Mind.save +13 (+5 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Mucusveil the hardened leather belt Mucusveil the hardened leather belt1.0 T3 belt armor [Random Unique] Nature/Master While equipped: dps ---------- Res.pen +15% nature Melee Ret 4 arcane 2 nature On Hit (Melee): * 20% chance to slow global speed by 53% ----- def ----- Resists +14% acid +20% fire +12% lightning +22% cold A belt that goes around your waist. |
4 lapis lazuli 4 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 (+2 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+7 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
emerald emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Layothra (dig speed 7 turns) Layothra (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +6% arcane +6% mind Res.pen +5% arcane Melee Ret 2 mind 4 arcane ----- def ----- Resists +7% fire +7% darkness +5% arcane Max.HP +32.00 ---------- misc Max.stam +22.00 Infravis +2 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
ash wand of shielding 'Pitchmight' [power 194] (20 cooldown) ash wand of shielding 'Pitchmight' [power 194] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Res.pen +5% darkness +15% light On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Resists +6% darkness +15% fire Create a shield absorbing up to 194 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cashmere cloak 'Aneromistir' (2 def, 0 armour) cashmere cloak 'Aneromistir' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +4 Cun +7 Dex dps ---------- Acc +9 (+5 eff.) Apr +8 ----- def ----- Defense +2 (+1 eff.) Resists +6% acid +6% light +22% cold +6% fire +3% nature +7% lightning A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
verdant cashmere robe of life (0 def, 0 armour) verdant cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego++] Nature While equipped: Stats +4 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +6% blight +11% all Max.HP +58.00 HP.reg +2.70 Heal.mod +12% Poison- +33% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xethra (0 def, 2 armour) Xethra (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Nature/Psionic While equipped: dps ---------- Melee+ 7 fire 7 cold Dmg.mod +3% acid +5% cold +5% fire Res.pen +5% arcane Acc +7 (+4 eff.) Melee Ret 6 arcane ----- def ----- Armour +2 Fatigue +3% Resists +6% acid +7% cold +5% arcane +6% fire Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +33% 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. |
Mighty Girdle Mighty Girdle1.0 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. |
conjurer's copper ring of pilfering conjurer's copper ring of pilfering0.1 T1 ring jewelry [Ego++] Arcane/Master While equipped: Stats +5 Mag +5 Wil dps ---------- Spell.pwr +6 (+1 eff.) Acc +8 (+4 eff.) Apr +8 ----- def ----- Defense +9 (+5 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 112% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Zuboth the Quenchgore (9 def, 6 armour) Zuboth the Quenchgore (9 def, 6 armour)9.0 T3 light armor [Random Unique] Nature/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Dmg.mod +15% fire +6% cold Res.pen +10% cold ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Mind.save +13 (+5 eff.) Max.HP +75.00 HP.reg +4.00 Heal.mod +12% A suit of armour made of leather. |
steel ring 'Faladoneg' steel ring 'Faladoneg'0.1 T2 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +12% acid On Hit (Melee): * 10% chance to reduce armor by 43% ----- def ----- Resists +15% temporal Spell.save +6 (+2 eff.) HP.reg +4.00 Stun/Frz- +30% Teleport- +20% Rings make your fingers look great! |
Rod of Entropy (1/1) Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 144% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Frostthorn the pair of hardened leather boots (20 def, 7 armour) Frostthorn the pair of hardened leather boots (20 def, 7 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +2 Str +4 Con dps ---------- Res.pen +15% cold ----- def ----- Armour +7 Defense +20 (+10 eff.) Resists +8% lightning +9% temporal +9% cold A pair of boots made of leather. |
7 aquamarine 7 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. |
3 opal 3 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. |
Elydann the pair of voratun boots (0 def, 5 armour) Elydann the pair of voratun boots (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +3 Str +2 Con dps ---------- Phys.crit +4.0% Phys.pwr +8 (+4 eff.) Res.pen +11% physical Apr +1 ----- def ----- Armour +5 Fatigue +4% Resists +7% lightning +10% temporal +6% darkness +10% fire +5% arcane +10% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Murkbreak (2 def, 0 armour) Murkbreak (2 def, 0 armour)2.0 T3 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +3% acid +15% physical +6% fire Res.pen +15% fire Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce damage dealt by 22% ----- def ----- Defense +2 (+1 eff.) Resists +15% physical +9% darkness +6% fire A pointy cloth hat, very wizardly... |
mindweaver's steel amulet of manastreaming mindweaver's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Psionic While equipped: Stats +2 Mag +2 Wil dps ---------- Mind.pwr +7 (+2 eff.) S.pwr/crit +2 ----- def ----- Mind.save +8 (+3 eff.) Confus- +11% ---------- misc Mana/turn +0.16 Max.mana +32.00 Amulets make your neck look great! |
Seeds of the Black Tree (17-19 power, 27 apr, darkness damage) Seeds of the Black Tree (17-19 power, 27 apr, darkness damage)3.0 T4 mindstar 1H weapon [Unique] Nature/Psionic/Unknown Power 17.0 - 18.7 Darkness Uses 40% Wil, 30% Mag Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +27 Crit +5.0% Atk.spd 100% On Hit: * 15% chance to cast Tendrils Eruption level 3 on your target While equipped: Stats +6 Wil +6 Mag dps ---------- Spell.crit +12% Mind.crit +12% Spell.pwr +12 (+3 eff.) Mind.pwr +12 (+4 eff.) Dmg.mod +10% blight +10% mind +10% darkness This writhing mass of tentacles appears to have infested a mindstar, creating some bizarre fusion between natural and unnatural. The once clear gem now seems more like a shard of black obsidian with tentacles striking out from it like whips. You do not want to think of the implications of this horror being able to fuse with Nature itself. |
6 topaz 6 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. |
Hat of Arcane Understanding (2 def, 0 armour) Hat of Arcane Understanding (2 def, 0 armour)2.0 T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +20% arcane ---------- misc Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
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. |
Stormrace Stormrace0.1 T2 ring jewelry [Random Unique] Nature/Master/Psionic While equipped: Stats +5 Cun +5 Wil dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +11% physical Res.pen +10% lightning ----- def ----- Fatigue -5% Resists +15% lightning +11% physical ---------- misc Max.enc +22 Rings make your fingers look great! |
mindwoven woollen robe of life (0 def, 0 armour) mindwoven woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) ----- def ----- Resists +7% blight +9% all Mind.save +16 (+6 eff.) Max.HP +44.00 HP.reg +1.70 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
stabilizing copper amulet of mastery (0.13 Spell / Dreadmaster) stabilizing copper amulet of mastery (0.13 Spell / Dreadmaster)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: ----- def ----- Resists +11% temporal Pinning- +24% Knockbk- +24% ---------- misc Masteries +0.13 Spell/Dreadmaster Amulets make your neck look great! |
Spider-Silk Robe of Spydrรซ (10 def, 15 armour) Spider-Silk Robe of Spydrรซ (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 (+3 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 (+4 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. |
Crystal Focus 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. |
Lisidata the Sunlash Lisidata the Sunlash0.1 T1 amulet jewelry [Rare] Disrupt While equipped: Stats +4 Str dps ---------- Acc +5 (+3 eff.) Apr +1 ----- def ----- Resists +11% blight +1% physical +11% nature +3% light Poison- +23% Disease- +22% ---------- misc Light +2 Amulets make your neck look great! |
Flashglean (0 def, 0 armour) Flashglean (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +1 Dex +3 Mag dps ---------- Dmg.mod +12% acid +13% cold +3% lightning +12% blight ----- def ----- Resists +18% acid +12% blight +19% cold +6% lightning +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
brass lantern 'Veloyanor' brass lantern 'Veloyanor'2.0 T1 lite [Rare] Nature While equipped: dps ---------- Res.pen +10% mind ----- def ----- Resists +6% acid +3% fire +5% arcane +9% nature Max.HP +45.00 Pinning- +10% ---------- 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. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% fire ----- def ----- Armour +2 Resists +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Level 3.0 Pwr.cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is a nature gift Description: Spits a bolt of fire, doing 50.47 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Dairurek the steel torque of gale force [power 175] (15 cooldown) Dairurek the steel torque of gale force [power 175] (15 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: Stats +2 Mag dps ---------- Spell.crit +3% Res.pen +5% arcane +10% mind Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 214 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to reduce fatigue by 20% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Shiversever Shiversever1.0 T1 belt armor [Rare] Disrupt While equipped: Stats +1 Str dps ---------- Crit.mult +5.00% Dmg.mod +6% cold ----- def ----- Resists +6% acid +5% blight Die.at -80.00 life A belt that goes around your waist. |
linen wizard hat of lightning (+18%) (1 def, 0 armour) =LR!= linen wizard hat of lightning (+18%) (1 def, 0 armour) =LR!=2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +12% lightning ----- def ----- Defense +1 (+1 eff.) Resists +18% lightning A pointy cloth hat, very wizardly... |
Sparkstinger (0 def, 1 armour) Sparkstinger (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Dmg.mod +9% lightning Res.pen +15% acid ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +6% cold Phys.save +12 (+5 eff.) Die.at -20.00 life A cap made of leather. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Freezehunger Freezehunger0.1 T1 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +10% lightning +6% cold Res.pen +10% darkness ----- def ----- Resists +20% lightning +3% fire +9% temporal Rings make your fingers look great! |
Voidwild Voidwild2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +5% mind ----- def ----- Resists +3% darkness Crit.chn- 5.00% Stun/Frz- +10% Knockbk- +20% ---------- 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. |
rough leather belt 'Duveroddadur' rough leather belt 'Duveroddadur'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Str dps ---------- Apr +2 ----- def ----- Resists +6% fire +5% cold Mind.save +3 (+1 eff.) Die.at -20.00 life Confus- +20% Knockbk- +10% A belt that goes around your waist. |
Floeimmortal (1 def, 0 armour) Floeimmortal (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% fire +9% light +6% cold Res.pen +5% light +25% cold ----- def ----- Defense +1 (+1 eff.) Resists +3% cold Max.HP +32.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eclipsevein the brass lantern Eclipsevein the brass lantern2.0 T1 lite [Rare] Master While equipped: Stats +1 Dex +4 Mag dps ---------- Res.pen +10% darkness ----- def ----- Resists +3% temporal ---------- misc Light +6 Infravis +1 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. |
628 alchemist agate 628 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. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+6 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
7 zircon 7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Daimobar (11 def, 0 armour) Daimobar (11 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% lightning Acc +10 (+5 eff.) ----- def ----- Defense +11 (+6 eff.) Resists +16% lightning +3% nature Heal.mod +5% Def/telep +10 Res/telep +10% Dur/telep +10% A pointy cloth hat, very wizardly... |
Tarrevor the Sparkstake Tarrevor the Sparkstake1.0 T1 belt armor [Rare] Psionic While equipped: Stats +1 Cun +2 Mag dps ---------- Mind.pwr +3 (+1 eff.) Dmg.mod +3% lightning ----- def ----- Crit.chn- 5.00% Phys.save +6 (+3 eff.) ---------- misc Infravis +3 A belt that goes around your waist. |
Saleda the linen cloak (1 def, 6 armour) Saleda the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +3% nature +11% cold Teleport- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
5 agate 5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
Beadar the pair of rough leather boots (0 def, 1 armour) Beadar the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Cun dps ---------- Dmg.mod +6% mind ----- def ----- Armour +1 Resists +5% fire +6% temporal +6% cold Die.at -20.00 life A pair of boots made of leather. |
Eremukhad the Festerwisp [power 25] (25 cooldown) Eremukhad the Festerwisp [power 25] (25 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 53% ----- def ----- Resists +6% nature +6% lightning Setup a psionic shield, reducing all damage taken by 25 for 5 turns Puts all charms on 25 cooldown 100% to increase all damage penetration by 11% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
3 ametrine 3 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
extending elm totem of stinging [power 110] (15 cooldown) extending elm totem of stinging [power 110] (15 cooldown)2.0 T1 totem charm [Ego] Nature Sting an enemy dealing 110 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 1. Natural totems are made by powerful wilders to store nature power. |
Eye of the Dreaming One Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 10 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 spinel 10 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. |
biting gale rune of the psychic (damage 254; dur 4; cd 15) biting gale rune of the psychic (damage 254; dur 4; cd 15)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 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 254.17 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 Willpower stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Resists +7% nature +11% blight Poison- +12% Disease- +13% Stun/Frz- +30% Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-2 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
spiritwalker's rough leather belt of unlife spiritwalker's rough leather belt of unlife1.0 T1 belt armor [Ego++] Arcane While equipped: Stats +4 Mag ----- def ----- Resists +6% blight ---------- misc Mana/turn +0.13 Max.mana +23.00 The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Celia's Still Beating Heart Celia's Still Beating Heart2.0 heart misc [Unique] Arcane Extract a tiny part of Celia's soul. Uses 75 power out of 75/75 The living heart of the necromancer Celia, carved out of her chest and preserved with magic. |
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. |
Achievements
By Korlev the Cornac Necromancer level 28
15th Regrowth 123rd year of Ascendancy at 00:20 see stats
By Korlev the Cornac Necromancer level 19
35th Haze 122nd year of Ascendancy at 02:46 see stats
By Korlev the Cornac Necromancer level 23
2nd Decay 122nd year of Ascendancy at 12:42 see stats
By Korlev the Cornac Necromancer level 28
14th Regrowth 123rd year of Ascendancy at 23:45 see stats
By Korlev the Cornac Necromancer level 10
3rd Mirth 122nd year of Ascendancy at 02:35 see stats
By Korlev the Cornac Necromancer level 20
51st Haze 122nd year of Ascendancy at 05:23 see stats
By Korlev the Lich Necromancer level 30
56th Regrowth 123rd year of Ascendancy at 06:28 see stats
By Korlev the Lich Necromancer level 29
54th Regrowth 123rd year of Ascendancy at 23:54 see stats
By Korlev the Cornac Necromancer level 19
66th Dusk 122nd year of Ascendancy at 19:24 see stats
By Korlev the Cornac Necromancer level 21
74th Haze 122nd year of Ascendancy at 20:27 see stats
By Korlev the Cornac Necromancer level 2
75th Pyre 122nd year of Ascendancy at 12:17 see stats
By Korlev the Cornac Necromancer level 10
4th Mirth 122nd year of Ascendancy at 03:09 see stats
By Korlev the Cornac Necromancer level 28
15th Regrowth 123rd year of Ascendancy at 00:20 see stats
By Korlev the Cornac Necromancer level 10
7th Mirth 122nd year of Ascendancy at 12:51 see stats
By Korlev the Cornac Necromancer level 26
10th Regrowth 123rd year of Ascendancy at 10:18 see stats
By Korlev the Cornac Necromancer level 23
2nd Decay 122nd year of Ascendancy at 00:40 see stats
By Korlev the Cornac Necromancer level 16
17th Dusk 122nd year of Ascendancy at 04:51 see stats
Log
Lord of Skulls (warrior) hits Something for 0 cold damage.
Lord of Skulls (warrior) hits Cold drake hatchling for 0 cold damage.
Talent Black Ice is ready to use.
Spikes of Decrepitude hits Cold drake hatchling for 31 cold, 45 darkness (76 total damage).
Armoured skeleton warrior uses Shield Pummel.
Cold drake hatchling is stunned!
Melee retaliation hits Armoured skeleton warrior for (4 flat reduction), 0 cold, (4 flat reduction), 0 cold (0 total damage).
Armoured skeleton warrior hits Cold drake hatchling for 87 physical, 131 physical (218 total damage).
Lord of Skulls (warrior) uses Overpower.
Cold drake hatchling hits Armoured skeleton warrior for (20 flat reduction), 7 physical (7 total damage).
Melee retaliation hits Lord of Skulls (warrior) for (1 flat reduction), 0 cold, (1 flat reduction), 0 cold, (1 flat reduction), 0 cold (0 total damage).
Lord of Skulls (warrior) hits Cold drake hatchling for 139 physical damage.
Armoured skeleton warrior is being crushed.
Armoured skeleton warrior is bound by telekinetic forces!
Lord of Skulls (warrior) killed Cold drake hatchling!
Something hits Armoured skeleton warrior for (20 flat reduction), 127 physical (127 total damage).
Lord of Skulls (warrior) is no longer out of phase.
Korlev casts Invoke Darkness.
Skeleton mage casts Flame.
Skeleton mage hits Something for 74 fire damage.
Lord of Skulls (warrior) picks up the remains of its fallen comrade.
Armoured skeleton warrior picks up the remains of its fallen comrade.
Armoured skeleton warrior shatters!
Imploding (slow) from Aeretha the dire wolf hits Armoured skeleton warrior for (20 flat reduction), 104 physical (104 total damage).
Armoured skeleton warrior casts Rune: Blink.
Armoured skeleton warrior is out of phase.
Imploding (slow) from Aeretha the dire wolf killed Armoured skeleton warrior!