Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) 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:
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 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: 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 | Nightmare Adventure |
Sex | Male |
Race | Thalore |
Class | Oozemancer |
Level / Exp | 50 / 881% |
Size | big |
Lifes / Deaths | Killed by worm that walks at level 17 on the 68th Haze 122nd year of Ascendancy at 05:14 0 / 9Killed by VENOMANCER at level 18 on the 80th Haze 122nd year of Ascendancy at 02:21 Killed by corrupted bandit lord at level 19 on the 1st Allure 123rd year of Ascendancy at 06:15 Killed by The Fragmented Essence of Harkor'Zun at level 20 on the 1st Regrowth 123rd year of Ascendancy at 02:21 Killed by elven corruptor at level 26 on the 53rd Pyre 123rd year of Ascendancy at 18:06 Killed by Poltergeist Ureslak's Femur at level 50 on the 33rd Regrowth 126th year of Ascendancy at 03:12 Killed by greater multi-hued wyrm at level 50 on the 37th Regrowth 126th year of Ascendancy at 09:20 Killed by The One That Hunts at level 50 on the 37th Regrowth 126th year of Ascendancy at 14:05 Killed by Elandar at level 50 on the 37th Regrowth 126th year of Ascendancy at 14:07 |
Antimagic | Follower |
Primary Stats
Strength | 44 (base 22) |
Dexterity | 40 (base 21) |
Constitution | 77 (base 60) |
Magic | 28 (base 14) |
Willpower | 128 (base 61) |
Cunning | 97 (base 65) |
Resources
Life | -343/1601 |
Equilibrium | 0 |
Healing Factor | 2.5 |
Regeneration | 109.95806216519 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 44.338680393569 |
See Invisible | 44.338680393569 |
Offense: Mainhand
Damage | 103 |
Accuracy | 62 |
Crit Chance | 35% |
APR | 55 |
Speed | 1.00 |
Offense: Offhand
Damage | 93 |
Accuracy | 62 |
Crit Chance | 35% |
APR | 55 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 27% |
Speed | 1 |
Offense: Mind
Mindpower | 79 |
Crit Chance | 61% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Light | +10% |
Physical | +8% |
All | 0% |
Nature | +134% |
Offense: Damage Penetration
Acid | +10% |
Blight | +10% |
Physical | +5% |
All | 0% |
Nature | +65% |
Defense: Base
Armour (hardiness) | 25 (30%) |
Defense | 40 |
Ranged Defense | 40 |
Fatigue | 9 |
Physical Save | 50 |
Spell Save | 48 |
Mental Save | 58 |
Defense: Resistances
Acid | + 61%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 34%( 70%) |
Cold | + 48%( 70%) |
All | + 31%( 70%) |
Lightning | + 44%( 70%) |
Light | + 52%( 70%) |
Mind | + 31%( 70%) |
Fire | + 59%( 70%) |
Nature | + 70%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Confusion Resistance | 10% |
Poison Resistance | 65% |
Blind Resistance | 65% |
Silence Resistance | 20% |
Bleed Resistance | 65% |
Disarm Resistance | 20% |
Instadeath Resistance | 100% |
Pinning Resistance | 10% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 296 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 42% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -690 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 1381 life, 16 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 578 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 23% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 4 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
Wild-gift / Oozing blades | 1.30 |
| 5/5 |
| 5/5 |
| 3/5 |
| 5/5 |
Wild-gift / Corrosive blades | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Wild-gift / Moss | 1.60 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Slime | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Wild-gift / Ooze | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 5/5 |
Wild-gift / Mucus | 1.30 |
| 2/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Generic Talents
Wild-gift / Fungus | 1.30 |
| 5/5 |
| 2/5 |
| 2/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Mindstar mastery | 1.40 |
| 5/5 |
| 1/5 |
| 3/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Wild-gift / Call of the wild | 1.40 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Wild-gift / Antimagic | 1.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Prodigies
| 1/1 |
| 1/1 |
| 1/1 |
Effects
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 1 of Heart of the Gloom. Escort: injured seer (level 1 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Norgos Lair. Escort: injured seer (level 2 of Norgos Lair)As a reward you improved Willpower by +5. | done |
You failed to protect the injured seer from death by VENOMANCER. Escort: injured seer (level 4 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Zubidhetta the faeros. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Heart of the Gloom. Escort: lost defiler (level 2 of Heart of the Gloom)As a reward you improved Willpower by +5. | done |
You failed to protect the lost sun paladin from death by barrow wight. Escort: lost sun paladin (level 8 of Dreadfell) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Norgos Lair. Escort: lost warrior (level 3 of Norgos Lair)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You failed to protect the worried loremaster from death by Nerutira the fox. Escort: worried loremaster (level 1 of Lost Dwarven Kingdom of Reknor) | failed |
You have vanquished the masters of the Orc Pride. Now you must venture inside the most dangerous place of this world: the High Peak. Falling Toward ApotheosisSeek the Sorcerers and stop them before they bend the world to their will. To enter, you will need the four orbs of command to remove the shield over the peak. The entrance to the peak passes through a place called 'the slime tunnels', probably located inside or near Grushnak Pride. * You encountered Sun Paladin Aeryn who blamed you for the loss of the Sunwall, but you spared her. | active |
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 |
Orcs were spotted with the staff you seek in an arid waste in the southern desert. Important newsYou should go investigate what is happening there. | 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 Shardskin. * 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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | 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 unlocked the training room. * 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: 676. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
You aided various denizens of Maj'Eyal in their attempts to join the Brotherhood of Alchemists, though you did not prove the deciding factor for any. This year's new member is Ungrol of Last Hope. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Having failed to gain admittance to the Brotherhood of the Alchemists, Marus of Elvala no longer needs your help making the elixir of mastery. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of brawn. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | done |
You were sent to the Charred Scar at the heart of which lies a huge volcano. In the Age of Pyre it destroyed the old Sher'Tul ruins that stood there, absorbing much of their latent magic. The Doom of the World!This place is still full of that power and the orcs intend to absorb this power using the Staff of Absorption! Whatever their plan may be, they must be stopped at all cost. The volcano is attacked by orcs. A few Sun Paladins made it there with you. They will hold the line at the cost of their lives to buy you some time. Honor their sacrifice; do not let the orcs finish their work! You arrived too late. The place has been drained of its power and the sorcerers have left. Use the portal to go back to the Far East. You *MUST* stop them, no matter the cost. | completed |
You have discovered the entrance to a strange castle inside a huge book. The place seems to eat at your sanity but you feel drawn to it somehow... The Impossible Castle | 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! | done |
You have found an orb of command that seems to be used to open the shield protecting the High Peak. The Orbs of CommandThere seems to be a total of four of them. The more you have the weaker the shield will be. | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* You have destroyed Rak'shor. * You have destroyed Vor. * You have destroyed Grushnak. * You have destroyed Gorbat. | done |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Hettikalthobar (0 def, 12 armour) Hettikalthobar (0 def, 12 armour)3.0 T5 feet armor Reqs Heavy armour training [Random Unique] Nature/Master While equipped: Stats +2 Str +5 Mag +4 Cun +2 Con dps ---------- Res.pen +10% blight +5% physical ----- def ----- Armour +12 Fatigue +4% Phys.save +25 (+8 eff.) Spell.save +6 (+2 eff.) Mind.save +21 (+5 eff.) HP.reg +7.00 Heal.mod +19% ---------- misc Mana/turn +0.04 Infravis +2 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(169 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | Ce'Notta (20 def, 5 armour) Ce'Notta (20 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Cun +5 Dex dps ---------- Apr +8 ----- def ----- Armour +5 Defense +20 (+7 eff.) Fatigue +5% Resists +5% arcane +24% fire Heal.mod +20% Silence- +20% ---------- misc Equi/ret +0.28 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
On hands | Spellhunt Remnants (6 def, 8 armour) Spellhunt Remnants (6 def, 8 armour)1.5 T5 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +10 Cun +10 Wil dps ---------- Mind.crit +15% Mind.pwr +12 (+2 eff.) Dmg.mod +25% nature Res.pen +25% nature ----- def ----- Armour +8 Defense +6 (+2 eff.) Spell.save +15 (+5 eff.) Max.HP +100.00 ---------- misc Light +1 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Attempt to destroy all magic effects and sustains on creatures in a radius 5 cone (unnatural creatures are additionally dealt 179.00 arcane damage and stunned). Uses 100 power out of 63/150 These brilliant voratun gauntlets shine with an almost otherworldly glow. Originally used in the spellhunt, they were often used to destroy arcane artifacts, ridding the world of their influence. Pride in the fulfillment of this ancient duty practically radiates from them. |
Tool | Tree of Life Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+1 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 11/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
On fingers | Ring of Growth Ring of Growth0.1 T2 ring jewelry [Unique] Nature/Master While equipped: Stats +4 Str +4 Wil dps ---------- Dmg.mod +8% nature +8% physical ----- def ----- Resists +10% nature Phys.save +8 (+2 eff.) HP.reg +3.00 Heal.mod +20% This small wooden ring has a single green stem wrapped around it. Thin leaves still seem to be growing from it. |
On fingers | Writhing Ring of the Hunter Writhing Ring of the Hunter0.1 T4 ring jewelry [Unique] Unknown While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con ---------- misc Talents +1 Eye of the Tiger You have set the ring to grant you Eye of the Tiger! A writhing mass of tentacles roughtly warped into the form of a ring. A dark malovelant power emanates from it. |
Around neck | Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.8 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 422 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
In main hand | Eyal's Will (22-24 power, 40 apr, nature damage) Eyal's Will (22-24 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Unique] Nature/Disrupt Power 22.0 - 24.2 Nature Uses 60% Wil, 20% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% While equipped: Stats +10 Wil dps ---------- Mind.crit +9% Mind.pwr +18 (+4 eff.) Dmg.mod +20% nature +10% acid Res.pen +20% nature +10% acid ----- def ----- Resists +25% blight +15% nature ---------- misc Talents +3 Ooze Spit Masteries +0.10 Wild-gift/Mindstar mastery Slime Wave: Level 3.0 Pwr.cost 30 out of 11/30. Range melee/personal Travel.spd instantaneous Description: A wall of slime oozes out from the caster with radius 1, increasing once every two turns to a maximum eventual radius of 8, doing 157.95 slime damage for 14 turns. The damage and duration will increase with your Mindpower. This smooth green crystal flows with a light green slime in its core. Droplets occasionally form on its surface, tufts of grass growing quickly on the ground where they fall. |
Around waist | Siludath the hardened leather belt Siludath the hardened leather belt1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Crit.chn- 5.00% Spell.save +10 (+3 eff.) HP.reg +4.00 Heal.mod +20% Disarm- +20% Pinning- +10% Stun/Frz- +20% ---------- misc Size +1 A belt that goes around your waist. |
In off hand | Puresaw (17-19 power, 40 apr, nature damage) Puresaw (17-19 power, 40 apr, nature damage)3.0 T5 mindstar 1H weapon [Random Unique] Nature/Psionic Power 17.0 - 18.7 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +40 Crit +5.0% Atk.spd 100% On Hit: * 20% chance to slow global speed by 71% While equipped: Stats +2 Cun dps ---------- Mind.crit +5% Crit.mult +5.00% Mind.pwr +15 (+3 eff.) Dmg.mod +31% nature Res.pen +10% nature ----- def ----- Resists +19% lightning +8% blight +17% fire +8% nature +25% cold Disease- +22% ---------- misc Equi/ret +0.04 Talents +1 Attune Mindstar Masteries +0.10 Wild-gift/Harmony +0.20 Psionic/Absorption +0.10 Psionic/Voracity 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. |
Cloak | restorative cashmere cloak of backstabbing (2 def, 0 armour) restorative cashmere cloak of backstabbing (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature/Master While equipped: dps ---------- Crit.mult +14.00% Acc +8 (+4 eff.) Apr +7 ----- def ----- Defense +2 (+1 eff.) Resists +13% nature +13% blight Stealth +8 HP.reg +6.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Evermoss Robe (12 def, 0 armour) Evermoss Robe (12 def, 0 armour)2.0 T4 cloth armor [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.crit +5% Mind.pwr +12 (+2 eff.) Dmg.mod +30% nature Res.pen +10% nature Melee Ret 35 nature slow ----- def ----- Defense +12 (+4 eff.) Resists +25% nature +13% all Phys.save +15 (+5 eff.) HP.reg +0.20 Heal.mod +15% ---------- misc Masteries +0.30 Wild-gift/Moss This thick robe is woven from a dark green moss, firmly bound and cool to the touch. It is said to have rejuvenating properties. |
Inventory
regeneration infusion of the titan (heal 322; 13 cd) regeneration infusion of the titan (heal 322; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 322 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 327; 17 cd) regeneration infusion of the titan (heal 327; 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 327 life over 5 turns. 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. Press to compare to your current inscriptions |
wild infusion of the psychic (res 41%; magical; dur 4; cd 11) wild infusion of the psychic (res 41%; magical; dur 4; cd 11)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 41% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Rune of the Rift (662.00 temporal damage, removed from time 4 turns) Rune of the Rift (662.00 temporal damage, removed from time 4 turns)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 6 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Inflicts 662.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. This item has been sent to the Item's Vault. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
savior's stralite amulet of murder savior's stralite amulet of murder0.1 T4 amulet jewelry [Ego++] Master While equipped: dps ---------- Crit.mult +13.00% Acc +7 (+4 eff.) Apr +10 ----- def ----- Phys.save +15 (+5 eff.) Spell.save +13 (+4 eff.) Mind.save +13 (+3 eff.) Amulets make your neck look great! |
savior's stralite amulet of the eclipse savior's stralite amulet of the eclipse0.1 T4 amulet jewelry [Ego++] Arcane/Master While equipped: dps ---------- Melee+ 9 light 7 darkness Dmg.mod +11% light +7% darkness On Melee Ret: * 11% chance to reduce damage dealt by 34% * 10% chance to blind ----- def ----- Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +16 (+4 eff.) Amulets make your neck look great! |
Garkul's Teeth Garkul's Teeth0.1 T5 amulet jewelry [Unique] Master Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +10 Str +6 Con ----- def ----- Phys.save +18 (+6 eff.) Mind.save +18 (+5 eff.) Pinning- +100% ---------- misc Masteries +0.10 Technique/Berserker's strength +0.10 Technique/Bloodthirst +0.10 Technique/Warcries +0.10 Technique/Two-handed assault Shattering Shout: Level 4.0 Pwr.cost 10 out of 48/48. Range melee/personal Travel.spd instantaneous Description: Release a powerful shout, doing 224.52 physical damage in a radius 7 cone in front of you. At level 5 the shout is so strong it shatters all incomming projectiles caught inside. The damage increases with your Strength. Hundreds of humanoid teeth have been strung together on multiple strands of thin leather, creating this tribal necklace. One would have to assume that these are not the teeth of Garkul the Devourer but rather the teeth of Garkul's many meals. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
Brandkarma the steel ring Brandkarma the steel ring0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +5 Con dps ---------- Dmg.mod +3% fire +14% cold Acc +5 (+3 eff.) On Hit (Melee): * 20% chance to reduce armor by 13% ----- def ----- Defense +5 (+2 eff.) Resists +28% cold ---------- misc Max.stam +20.00 Rings make your fingers look great! |
gold ring 'Shiverrebel' gold ring 'Shiverrebel'0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +9% mind +19% cold On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +9% mind +35% cold Rings make your fingers look great! |
Beorab the stralite ring Beorab the stralite ring0.1 T4 ring jewelry [Rare] Psionic While equipped: Stats +3 Dex +3 Con dps ---------- Dmg.mod +9% mind On Hit (Melee): * 20% chance to slow global speed by 71% ----- def ----- Resists +27% cold Crit.chn- 15.00% Mind.save +13 (+3 eff.) Confus- +44% ---------- misc See.Invis +18 Rings make your fingers look great! |
solipsist's voratun ring of misery solipsist's voratun ring of misery0.1 T5 ring jewelry [Ego++] Psionic While equipped: Stats +14 Cun +8 Wil dps ---------- Mind.pwr +14 (+3 eff.) Melee+ 22 physical Ranged+ 31 physical On Hit (Melee): * 18% chance to reduce all saves and defense by 42 On Hit (Ranged): * 19% chance to reduce all saves and defense by 42 ---------- misc Hate/m.crit +3.00 Max.hate +13.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
Unrilach the Duskterror (30-36 power, 6 apr, lightning element) Unrilach the Duskterror (30-36 power, 6 apr, lightning element)5.0 T5 staff 1H weapon Reqs Mag 48 [Rare] Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +5 Wil dps ---------- Spell.crit +5% Spell.pwr +15 (+2 eff.) Dmg.mod +30% lightning +12% cold +19% darkness Res.pen +46% mind On Hit (Melee): * 25% chance to reduce strength, dexterity, and constitution by 5 ----- def ----- Resists +33% cold ---------- misc Max.P.En +24.94 Max.N.En +24.94 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel dragonbone magestaff of the prodigy (30-36 power, 6 apr, arcane element) cruel dragonbone magestaff of the prodigy (30-36 power, 6 apr, arcane element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego+] Arcane/Master Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: Stats +20 Mag +20 Wil +16 Cun dps ---------- Spell.crit +18% Crit.mult +19.00% Spell.pwr +15 (+2 eff.) S.pwr/crit +10 Dmg.mod +30% arcane ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ethereal dragonbone starstaff of invocation (30-36 power, 6 apr, temporal element) ethereal dragonbone starstaff of invocation (30-36 power, 6 apr, temporal element)5.0 T5 staff 2H weapon Reqs Mag 48 [Ego++] Arcane Power 30.0 - 36.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +6 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +32 (+5 eff.) S.pwr/crit +10 Dmg.mod +30% temporal Phasing +30% ----- def ----- Defense +24 (+8 eff.) Shield.pwr +13% ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 10 cone, dealing 26.01 to 31.22 temporal damage Puts all charms on 8 cooldown Staves designed for wielders of magic, by the greats of the art. |
The Black Maul (70-105 power, 15 apr) The Black Maul (70-105 power, 15 apr)5.0 T5 greatmaul 2H weapon [Unique] Arcane Power 70.0 - 105.0 Physical Uses 130% Str Acc+ +0.2% base dam (max 20%) Apr +15 Crit +2.0% Atk.spd 100% On Hit: 10% Obliterating Smash 3 While equipped: dps ---------- Phys.pwr +12 (+4 eff.) Acc +20 (+10 eff.) ---------- misc Masteries +0.20 Corruption/Brutality +0.20 Technique/Two-handed assault ShadowPwr +10 Increases all damage by 1% for each point of your Shadow Power. Reckless Strike: Level 3.0 Pwr.cost 25 out of 25/25. Range melee/personal Travel.spd instantaneous Is a spell Description: Hits the target doing 255% weapon damage. This attack cannot miss, and ignores all armor and resistances on the target. However, you take damage equal to 25% of the damage dealt, or 30% of your current HP, whichever is lower. "A fitting weapon for the Champion." |
Genocide (42-67 power, 4 apr) Genocide (42-67 power, 4 apr)3.0 T3 greatsword 2H weapon [Unique] Nature/Master Power 42.0 - 67.2 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +18.0% Atk.spd 100% Against +25% Orc While equipped: Stats +7 Str +7 Dex +7 Con ----- def ----- D.Red.from +15% Orc HP.reg +0.50 ---------- misc Stam/turn +1.00 Telepathy Humanoid/Orc Farian was King Toknor's captain, and fought by his side in the great Battle of Last Hope. However, when he returned after the battle to find his hometown burnt in an orcish pyre, a madness overtook him. The desire for vengeance made him quit the army and strike out on his own, lightly armoured and carrying nought but his sword. Most thought him dead until the reports came back of a fell figure tearing through the orcish encampments, slaughtering all before him and mercilessly butchering the corpses after. It is said his blade drank the blood of 100 orcs each day until finally all of Maj'Eyal was cleared of their presence. When the final orc was slain and no more were to be found, Farian at the last turned the blade on himself and stuck it through his chest. Those nearby said his body shook with convulsions as he did so, though they could not tell whether he was laughing or crying. |
stralite longsword 'Zubisebrenor' (34-48 power, 5 apr) stralite longsword 'Zubisebrenor' (34-48 power, 5 apr)3.0 T4 longsword 1H weapon [Random Unique] Arcane/Master Power 34.0 - 47.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% * Splash the target with acid dealing 15 damage over 5 turns and reducing armor and accuracy by 2 While equipped: Stats +5 Cun +1 Con dps ---------- Phys.crit +9.0% Phys.pwr +8 (+3 eff.) Dmg.mod +3% arcane Res.pen +11% all Acc +17 (+9 eff.) Apr +9 ----- def ----- Crit.chn- 10.00% Sharp, long, and deadly. This item has been sent to the Item's Vault. |
stormbringer's voratun longsword of enduring (44-61 power, 6 apr) stormbringer's voratun longsword of enduring (44-61 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego++] Nature Power 43.5 - 60.9 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% On Crit.r2 +44 lightning +39 cold While equipped: Stats +15 Con +15 Wil dps ---------- Mov.spd +50% Res.pen +18% lightning +22% cold ----- def ----- Max.HP +73.00 Sharp, long, and deadly. |
warbringer's voratun longsword of erosion (44-62 power, 6 apr) warbringer's voratun longsword of erosion (44-62 power, 6 apr)3.0 T5 longsword 1H weapon Reqs Str 48 [Ego+] Nature/Master Power 44.0 - 61.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +17 nature While equipped: Stats +6 Con dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +14% physical ----- def ----- Disarm- +31% Sharp, long, and deadly. |
stormbringer's voratun mace of projection (46-64 power, 6 apr) stormbringer's voratun mace of projection (46-64 power, 6 apr)3.0 T5 mace 1H weapon Reqs Str 48 [Ego++] Nature/Psionic Power 45.5 - 63.7 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +6 Crit +3.0% Atk.spd 100% On Crit.r2 +40 lightning +32 cold On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Mov.spd +50% Res.pen +20% lightning +24% cold Blunt and deadly. |
voratun dagger 'Darkweeper' (44-58 power, 14 apr) voratun dagger 'Darkweeper' (44-58 power, 14 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Nature Power 44.5 - 57.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +10.0% Atk.spd 100% On Crit.r2 +45 acid +45 nature On Hit: * 25% chance to reduce damage dealt by 34% While equipped: dps ---------- Res.pen +25% acid +25% nature Apr +17 Melee Ret 12 physical ----- def ----- Resists +19% mind +9% lightning Die.at -60.00 life Disease- +25% Def/telep +19 Res/telep +19% Dur/telep +19% Sharp, short and deadly. |
voratun dagger 'Sunfoe' (44-58 power, 9 apr) voratun dagger 'Sunfoe' (44-58 power, 9 apr)1.0 T5 dagger 1H weapon Reqs Dex 48 [Rare] Master Power 44.5 - 57.9 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +10.0% Atk.spd 100% Phasing +37% While equipped: dps ---------- Crit.mult +20.00% Phys.pwr +20 (+7 eff.) Acc +15 (+8 eff.) Apr +4 ----- def ----- Armour +12 Defense +13 (+4 eff.) Resists +37% fire Disarm- +50% ---------- misc Max.stam +37.41 Sharp, short and deadly. |
Eye of the Wyrm (16-18 power, 24 apr, physical damage) Eye of the Wyrm (16-18 power, 24 apr, physical damage)3.0 T4 mindstar 1H weapon [Unique] Nature Power 16.0 - 17.6 Physical Uses 50% Wil, 10% Cun, 20% Str Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +2.5% Atk.spd 100% Dmg.conv 20% acid 20% physical 20% fire 20% lightning 20% cold While equipped: dps ---------- Phys.crit +5.0% Mind.crit +5% Phys.pwr +10 (+3 eff.) Mind.pwr +10 (+2 eff.) Dmg.mod +12% lightning +12% physical +12% cold +12% acid +12% fire ----- def ----- Resists +10% acid +10% physical +10% cold +10% lightning +10% fire ---------- misc Masteries +0.30 Wild-gift/Venom drake aspect +0.30 Wild-gift/Cold drake aspect +0.30 Wild-gift/Fire drake aspect +0.30 Wild-gift/Storm drake aspect +0.30 Wild-gift/Sand drake aspect The breath attack has a chance to shift randomly between Fire, Ice, Lightning, Acid, and Sand each turn. Corrosive Breath: Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: You breathe acid in a frontal cone of radius 8. Any target caught in the area will take 179.80 acid damage. Enemies caught in the acid are disarmed for 3 turns. The damage will increase with your Strength, the critical chance is based on your Mental crit rate, and the Disarm apply power is based on your Mindpower. Each point in acid drake talents also increases your acid resistance by 1%. A black iris cuts through the core of this mindstar, which shifts with myriad colours. It darts around, as if searching for something. This item has been sent to the Item's Vault. |
Thaloren-Tree Longbow Thaloren-Tree Longbow4.0 T5 longbow 2H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% crit chance (max 25%) Apr +12 Atk.spd 118% Range +10 While equipped: Stats +10 Dex +20 Wil dps ---------- Phys.crit +15.0% Mind.crit +15% Dmg.mod +30% nature +30% physical Res.pen +20% nature +20% physical In the aftermath of the Spellblaze, the Thaloren had to defend their forests against foes and fires alike. Many of the trees died despite the efforts of the Elves to save them. Their wood was fashioned into a bow to be wielded against the darkness. |
steady dragonbone longbow of cold steady dragonbone longbow of cold4.0 T5 longbow 2H weapon Reqs Dex 48 Shoot [Ego] Arcane/Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +10 Ranged+ +29 cold While equipped: dps ---------- Phys.crit +11.0% Dmg.mod +30% cold Acc +15 (+8 eff.) Longbows are used to shoot arrows at your foes. |
steady voratun steamgun of piercing steady voratun steamgun of piercing4.0 T5 steamgun 1H weapon Reqs Dex 48 Shoot Steam Pool [Ego+] Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +15 Atk.spd 100% Range +10 Proj.spd +600% Uses 2.0 Steam While equipped: dps ---------- Phys.crit +7.0% Res.pen +15% all Acc +31 (+13 eff.) Apr +14 Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of voratun shots 'Betuyawyn' (19/19, 65-78 power, 6 apr) pouch of voratun shots 'Betuyawyn' (19/19, 65-78 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master Power 65.0 - 78.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +6 Crit +18.0% Capacity 19 Rld cld 2 On Hit.r1 +16 blight +20 fire On Crit.r2 +12 arcane +20 blight On Hit: * 10% chance to reduce strength, dexterity, and constitution by 5 On Crit: * Wound the target dealing 185 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Lunar Shield (0 def, 20 armour, 250 block) Lunar Shield (0 def, 20 armour, 250 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Spell.pwr +20 (+3 eff.) Dmg.mod +40% darkness ----- def ----- Armour +20 Fatigue +2% Resists +25% darkness ---------- misc Talents +1 Block Masteries +0.30 Celestial/Star fury +0.30 Celestial/Twilight On Spell Hit: 10% Moonlight Ray 2 A large section of chitin removed from Nimisil. It continues to give off a strange white glow. |
Summertide (17 def, 15 armour, 260 block) Summertide (17 def, 15 armour, 260 block)7.0 T5 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Cun +5 Wil dps ---------- Mind.pwr +8 (+2 eff.) Dmg.mod +10% fire +15% mind +15% light Res.pen +10% fire +10% light +10% mind ----- def ----- Armour +15 Defense +17 (+6 eff.) Rng.Def +17 (+6 eff.) Fatigue +12% Resists +12% mind +10% fire +20% light +15% darkness Mind.save +18 (+5 eff.) Blind- +100% Confus- +25% ---------- misc Max.psi +20.00 Light +3 Talents +1 Block Send out a range 7 beam, lighting its path and dealing 83.60 to 104.50 light damage (based on Willpower and Cunning). Uses 12 power out of 30/30 A bright light shines from the center of this shield. Holding it clears your mind. |
warded voratun shield of shrapnel (0 def, 10 armour, 197.5 block) warded voratun shield of shrapnel (0 def, 10 armour, 197.5 block)7.0 T5 shield armor Reqs Shield usage training Str 48 [Ego++] Arcane/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 185 physical damage over 5 turns (1/turn) ----- def ----- Armour +10 Fatigue +8% ---------- misc Wards +8 lightning +8 temporal +8 darkness +8 fire +7 nature +8 blight +8 cold +7 arcane +8 light Talents +1 Ward +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour) Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+2 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+3 eff.) Resists +30% nature +11% all Phys.save +10 (+3 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. |
Worm Nest (0 def, 0 armour) Worm Nest (0 def, 0 armour)2.0 T4 cloth armor [Unique] Arcane While equipped: Stats +15 Mag dps ---------- Spell.crit +8% Spell.pwr +15 (+2 eff.) Mov.spd +32% Dmg.mod +22% blight ----- def ----- Resists +13% all Dmg.red +22 all Carrion Feet: Level 3.0 Pwr.cost 15 out of 20/20. Range 7 Travel.spd instantaneous Is a spell Description: Your feet start to continuously produce carrion worms that are constantly crushed as you walk, passively increasing movement speed by 26%. You can also activate this talent to instantly destroy more worms, letting you jump in range 7 to visible terrain. Upon landing you crush more worms, creating a radius 2 cone of gore; any creatures caught inside deals 70% less damage for one turn. If at least 1 enemy is effected by the cone you gain an additional 20 insanity. This unusually thick robe constantly wriggles and squirms. Small worms sometimes pop out of it, dropping to the floor. The worms will cushion attacks against your person, but you somehow do not like the idea of having so many parasitic creatures so close to your vulnerable flesh. |
Turugorin the hardened leather armour (39 def, 6 armour) Turugorin the hardened leather armour (39 def, 6 armour)9.0 T3 light armor [Rare] Master While equipped: Stats +3 Wil dps ---------- Phys.pwr +25 (+8 eff.) Dmg.mod +6% physical Melee Ret 4 mind ----- def ----- Armour +6 Defense +39 (+13 eff.) Fatigue +8% Resists +20% fire ---------- misc Max.stam +30.00 Light +3 A suit of armour made of leather. |
Chillslice the reinforced leather armour (20 def, 13 armour) Chillslice the reinforced leather armour (20 def, 13 armour)9.0 T4 light armor [Random Unique] Arcane/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 16 acid 20 fire Dmg.mod +12% arcane Res.pen +15% cold Melee Ret 12 acid 12 fire ----- def ----- Armour +13 Defense +20 (+7 eff.) Fatigue +8% Resists +11% acid +14% light +21% fire +9% cold +14% darkness Mind.save +20 (+5 eff.) A suit of armour made of leather. |
Earthpain the drakeskin leather armour (20 def, 8 armour) Earthpain the drakeskin leather armour (20 def, 8 armour)9.0 T5 light armor [Rare] Nature While equipped: Stats +7 Cun +4 Wil dps ---------- Mind.pwr +40 (+8 eff.) Dmg.mod +18% nature +18% mind Res.pen +25% lightning Melee Ret 10 nature ----- def ----- Armour +8 Defense +20 (+7 eff.) Fatigue +8% Resists +19% acid +20% physical +20% cold +20% lightning +20% fire ---------- misc Max.hate +12.00 A suit of armour made of leather. |
impenetrable voratun plate armour of clarity (0 def, 36 armour) impenetrable voratun plate armour of clarity (0 def, 36 armour)17.0 T5 massive armor Reqs Massive armour training Str 60 [Ego] Master/Psionic While equipped: ----- def ----- Armour +36 Fatigue +22% Resists +10% mind Mind.save +17 (+4 eff.) A suit of armour made of metal plates. |
Nerunne the Shimmerblow (1 def, 0 armour) Nerunne the Shimmerblow (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: Stats +4 Dex +4 Wil dps ---------- Res.pen +5% lightning ----- def ----- Defense +1 (+0 eff.) Resists +11% nature +11% blight Mind.save +12 (+3 eff.) HP.reg +3.00 Heal.mod +11% ---------- misc Max.hate +2.00 Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak 'Iverenor' (1 def, 0 armour) linen cloak 'Iverenor' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Dex +7 Con ----- def ----- Defense +1 (+0 eff.) Die.at -20.00 life ---------- misc Max.stam +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloth of Dreams (10 def, 0 armour) Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+3 eff.) Resists +15% mind Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.0 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 77 points of damage the target suffers will reduce the effect duration by one turn. When Slumber 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. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
Wrap of Stone (0 def, 0 armour) Wrap of Stone (0 def, 0 armour)2.0 T2 cloak armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +6 (+1 eff.) Dmg.mod +5% physical ----- def ----- Resists +5% physical ---------- misc Masteries +0.20 Chronomancy/Gravity +0.20 Spell/Stone +0.10 Chronomancy/Matter +0.20 Spell/Earth Stone Wall: Level 1.0 Pwr.cost 60 out of 60/60. Range melee/personal Travel.spd instantaneous Is a spell Description: Entomb yourself in a wall of stone for 3 turns. At level 4, it becomes targetable. Any hostile creature caught in the radius will also suffer 36.26 physical damage. Duration and damage will improve with your Spellpower. This thick cloak is incredibly tough, yet bends and flows with ease. This item has been sent to the Item's Vault. |
restorative pair of dwarven-steel boots of disengagement (0 def, 4 armour) restorative pair of dwarven-steel boots of disengagement (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego++] Nature/Master While equipped: Stats +2 Cun +3 Dex ----- def ----- Armour +4 Fatigue +3% HP.reg +3.00 Heal.mod +10% Disengage: Puts all charms on 15 cooldown Level 2.0 Pwr.cost 15 out of 15/15. 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 121% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of voratun boots 'Demontrencher' (0 def, 5 armour) pair of voratun boots 'Demontrencher' (0 def, 5 armour)3.0 T5 feet armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +27% nature +18% darkness ----- def ----- Armour +5 Fatigue +4% Resists +24% lightning +15% temporal +9% nature +20% darkness Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Halanariran (20 def, 1 armour) Halanariran (20 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Master While equipped: Stats +7 Cun +3 Dex dps ---------- Crit.mult +10.00% Mind.pwr +25 (+5 eff.) Res.pen +10% physical Acc +16 (+8 eff.) Apr +6 ----- def ----- Armour +1 Defense +20 (+7 eff.) Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Metal gloves protecting the hands up to the middle of the lower arm. |
Smearsmasher (9 def, 5 armour) Smearsmasher (9 def, 5 armour)2.0 T5 head armor [Random Unique] Nature/Master While equipped: Stats +6 Dex +2 Mag +2 Wil +8 Cun dps ---------- Dmg.mod +15% mind Res.pen +5% mind Acc +10 (+5 eff.) On Melee Ret: * 20% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +5 Defense +9 (+3 eff.) Fatigue +5% Resists +22% darkness +3% nature ---------- misc Stam/ret +1.90 Equi/ret +2.10 Light +3 Infravis +5 A cap made of leather. |
insulating drakeskin leather cap of constitution (+10) (0 def, 5 armour) insulating drakeskin leather cap of constitution (+10) (0 def, 5 armour)2.0 T5 head armor [Ego] Master While equipped: Stats +10 Con ----- def ----- Armour +5 Fatigue +5% Resists +13% fire +15% cold A cap made of leather. |
Gunenariblek the iron helm (15 def, 5 armour) Gunenariblek the iron helm (15 def, 5 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Nature While equipped: ----- def ----- Armour +5 Defense +15 (+5 eff.) Fatigue +5% Resists +3% lightning +9% fire +8% cold ---------- misc Max.stam +30.00 Breathe water A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
voratun helm 'Belowe' (0 def, 5 armour) voratun helm 'Belowe' (0 def, 5 armour)3.0 T5 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +9 Dex +7 Cun +4 Wil dps ---------- Mind.crit +4% Crit.mult +24.94% Mind.pwr +37 (+7 eff.) Dmg.mod +24% blight ----- def ----- Armour +5 Fatigue +5% ---------- misc Psi/ret +0.24 Max.psi +62.35 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
aquamarine aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
topaz topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
onyx 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. |
6 lapis lazuli 6 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 emerald 5 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. |
6 garnet 6 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
10 quartz 10 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 sapphire 3 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+3 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 jade 8 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
12 turquoise 12 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ruby 6 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 amber 5 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 bloodstone 6 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
7 fire opal 7 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Resists +10% blight Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. It was hardened by the digestive sack. |
5 diamond 5 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 moonstone 10 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Item imbue powers: Defense +10 (+3 eff.) Phys.save +10 (+3 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 pearl 6 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Heart Crystal Heart0.0 T5 multi-hued gem [Unique] Arcane While equipped: Stats +5 Con Resists +20% arcane +20% blight (The created item can be activated to recover the Heart.) Latent Damage Type: Arcane Combine with a suit of body armor (makes a non enchanted armour into an artifact). Uses 1 power out of 1/1 This crystal is huge, easily the size of your head. It sparkles brilliantly almost of its own accord. |
Telos's Staff Crystal Telos's Staff Crystal0.0 T5 multi-hued gem [Unique] Arcane A part of set. While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 While carried: Light +2 Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Resists +30% mind Confus- +30% Fear- +30% Light +2 Latent Damage Type: Blight Combine with a staff. Uses 1 power out of 1/1 A closer look at this pure white crystal reveals that it is really a plethora of colors swirling and scintillating. |
Atamathon's Lost Ruby Eye Atamathon's Lost Ruby Eye0.0 T5 red gem [Plot Item] While equipped: Dmg.mod +12% fire Item imbue powers: Dmg.mod +12% fire One of the ruby eyes of the legendary giant golem Atamathon. It is said it was made by the halflings during the Age of Pyre as a weapon against the orcs. Even though it was destroyed it managed to deal a crippling blow by killing their leader, Garkul the Devourer. |
510 alchemist agate 510 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. |
39 alchemist bloodstone 39 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 4 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. This item has been sent to the Item's Vault. |
piercing dwarven lantern piercing dwarven lantern1.0 T5 lite [Ego+] Master While equipped: dps ---------- Res.pen +13% all Apr +14 ---------- misc Light +7 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Mummified Egg-sac of Ungolë Mummified Egg-sac of Ungolë2.0 egg misc [Unique] Nature While carried: ---------- misc Light -2 Summon up to 2 spiders. Uses 80 power out of 26/100 Dry and dusty to the touch, it still seems to retain some shadow of life. |
Lisadhetira (dig speed 37 turns) Lisadhetira (dig speed 37 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +5 Str dps ---------- Dmg.mod +3% acid ----- def ----- Defense +15 (+5 eff.) Fatigue -5% Die.at -20.00 life ---------- misc Max.stam +30.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
Dragon Orb (Orb of Command) Dragon Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Cun Use the orb. Uses 1 power out of 1/1 This orb is warm to the touch. |
Elemental Orb (Orb of Command) Elemental Orb (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Mag Use the orb. Uses 1 power out of 1/1 Flames swirl on the icy surface of this orb. |
Orb of Destruction (Orb of Command) Orb of Destruction (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Str Use the orb. Uses 1 power out of 1/1 Visions of death and destruction fill your mind as you lift this orb. |
Orb of Undeath (Orb of Command) Orb of Undeath (Orb of Command)1.0 orb [Plot Item] Unknown While carried: Stats +6 Dex Use the orb. Uses 1 power out of 1/1 Dark visions fill your mind as you lift the orb. It is cold to the touch. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of 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 78% 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. |
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. |
cleansing dragonbone totem of stinging [power 482] (15 cooldown) cleansing dragonbone totem of stinging [power 482] (15 cooldown)2.0 T5 totem charm [Ego+] Nature Sting an enemy dealing 1128 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 3 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
extending dragonbone wand of lightning storm [power 464] (15 cooldown) extending dragonbone wand of lightning storm [power 464] (15 cooldown)2.0 T5 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 92 lightning damage and will be dazed for 1 turn (463 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Forbidden Tome: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By VENOMANCER the Thalore Oozemancer level 34
27th Haze 123rd year of Ascendancy at 01:54 see stats
By VENOMANCER the Thalore Oozemancer level 34
21st Haze 123rd year of Ascendancy at 22:43 see stats
By VENOMANCER the Thalore Oozemancer level 40
42nd Pyre 124th year of Ascendancy at 00:49 see stats
By VENOMANCER the Thalore Oozemancer level 50
10th Haze 125th year of Ascendancy at 01:42 see stats
By VENOMANCER the Thalore Oozemancer level 37
28th Regrowth 124th year of Ascendancy at 02:34 see stats
By VENOMANCER the Thalore Oozemancer level 15
31st Haze 122nd year of Ascendancy at 22:44 see stats
By VENOMANCER the Thalore Oozemancer level 36
59th Haze 123rd year of Ascendancy at 04:06 see stats
By VENOMANCER the Thalore Oozemancer level 36
59th Haze 123rd year of Ascendancy at 10:39 see stats
By VENOMANCER the Thalore Oozemancer level 20
1st Regrowth 123rd year of Ascendancy at 04:30 see stats
By VENOMANCER the Thalore Oozemancer level 20
10th Allure 123rd year of Ascendancy at 22:20 see stats
By VENOMANCER the Thalore Oozemancer level 28
1st Summertide 123rd year of Ascendancy at 14:19 see stats
By VENOMANCER the Thalore Oozemancer level 23
9th Regrowth 123rd year of Ascendancy at 00:53 see stats
By VENOMANCER the Thalore Oozemancer level 50
32nd Regrowth 126th year of Ascendancy at 15:53 see stats
By VENOMANCER the Thalore Oozemancer level 31
7th Haze 123rd year of Ascendancy at 20:41 see stats
By VENOMANCER the Thalore Oozemancer level 10
42nd Dusk 122nd year of Ascendancy at 13:01 see stats
By VENOMANCER the Thalore Oozemancer level 20
2nd Allure 123rd year of Ascendancy at 23:55 see stats
By VENOMANCER the Thalore Oozemancer level 30
26th Dusk 123rd year of Ascendancy at 05:55 see stats
By VENOMANCER the Thalore Oozemancer level 40
41st Pyre 124th year of Ascendancy at 04:50 see stats
By VENOMANCER the Thalore Oozemancer level 50
10th Haze 125th year of Ascendancy at 00:36 see stats
By VENOMANCER the Thalore Oozemancer level 50
45th Haze 125th year of Ascendancy at 20:40 see stats
By VENOMANCER the Thalore Oozemancer level 50
44th Haze 125th year of Ascendancy at 01:07 see stats
By VENOMANCER the Thalore Oozemancer level 27
5th Mirth 123rd year of Ascendancy at 18:47 see stats
By VENOMANCER the Thalore Oozemancer level 36
21st Regrowth 124th year of Ascendancy at 01:24 see stats
By VENOMANCER the Thalore Oozemancer level 8
3rd Mirth 122nd year of Ascendancy at 15:45 see stats
By VENOMANCER the Thalore Oozemancer level 50
29th Regrowth 126th year of Ascendancy at 20:02 see stats
By VENOMANCER the Thalore Oozemancer level 23
12nd Regrowth 123rd year of Ascendancy at 18:17 see stats
By VENOMANCER the Thalore Oozemancer level 50
48th Haze 125th year of Ascendancy at 08:08 see stats
By VENOMANCER the Thalore Oozemancer level 45
25th Pyre 125th year of Ascendancy at 18:14 see stats
By VENOMANCER the Thalore Oozemancer level 27
56th Pyre 123rd year of Ascendancy at 00:35 see stats
By VENOMANCER the Thalore Oozemancer level 18
80th Haze 122nd year of Ascendancy at 00:14 see stats
By VENOMANCER the Thalore Oozemancer level 50
37th Regrowth 126th year of Ascendancy at 14:05 see stats
By VENOMANCER the Thalore Oozemancer level 33
21st Haze 123rd year of Ascendancy at 13:21 see stats
By VENOMANCER the Thalore Oozemancer level 13
68th Dusk 122nd year of Ascendancy at 11:06 see stats
Log
VENOMANCER gains 13% of a turn from Ancestral Life.
VENOMANCER uses Slime Spit.
VENOMANCER's mind surges with critical power!
VENOMANCER's corrosive nature intensifies!
VENOMANCER's Slime Spit hits Argoniel for 706 nature damage.
VENOMANCER gains 1% of a turn from Ancestral Life.
Argoniel casts Acid Strike.
Argoniel performs a melee critical strike against VENOMANCER!
Argoniel performs a melee critical strike against VENOMANCER!
Forge-giant uses Throw Boulder.
Forge-giant hurls a huge boulder at VENOMANCER!
VENOMANCER is knocked back!
Argoniel resists the knockback!
The One That Hunts is knocked back!
VENOMANCER HEALS from acid damage!
Argoniel hits The One That Hunts for 0 acid damage.
Argoniel hits VENOMANCER for 164 acid, 263 healing, 23 mind, 25 blight, 134 acid, 214 healing, 25 blight, 134 acid, 214 healing, 92 blight, 12 mind, 25 blight, 76 blight, 25 blight (737 total damage) [691 healing].
Bone Spike hits VENOMANCER for 35 physical damage.
Melee retaliation hits Argoniel for 56 nature, 56 nature, 56 nature, 56 nature (223 total damage).
Ruin hits Argoniel for 13 healing, 13 healing, 13 healing, 13 healing (0 total damage) [53 healing].
Forge-giant hits Argoniel for 214 physical damage.
Forge-giant hits VENOMANCER for 385 physical damage.
Forge-giant hits The One That Hunts for 0 physical damage.
Argoniel receives 98 healing from Blood Splash.
VENOMANCER gains 35% of a turn from Ancestral Life.
Elandar casts Lightning.
Elandar's spell attains critical power!
Elandar hits VENOMANCER for 782 lightning damage.
VENOMANCER the level 50 thalore oozemancer was shocked to death by a Elandar on level 11 of High Peak.