
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| 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 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Re:Creators Character Icons 1.5.5Adds some very clean chibi custom tiles from the Re:Creators anime (definitely top tier, I recommend it wholeheartedly) None of the artwork is mine, I've merely cleaned up, resized and resampled them to fit into the game at a 64x64 resolution. 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:
Danger Alert 1.7.6Add a display of estimated threats in monster's tooltip. 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 Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Wyrmic |
| Level / Exp | 27 / 43% |
| Size | big |
| Lifes / Deaths | Killed by orc necromancer at level 16 on the 4th Haze 122nd year of Ascendancy at 06:56 0 / 8Killed by Yvydherin the ultimate teluvorta at level 18 on the 42nd Haze 122nd year of Ascendancy at 01:39 Killed by Chronolith Clone at level 19 on the 44th Haze 122nd year of Ascendancy at 06:31 Killed by Sleeping Glubeth at level 19 on the 55th Haze 122nd year of Ascendancy at 08:50 Killed by Glorassra the Guardian at level 21 on the 25th Regrowth 123rd year of Ascendancy at 01:03 Killed by Urkis, the High Tempest at level 23 on the 59th Regrowth 123rd year of Ascendancy at 05:17 Killed by The Master at level 25 on the 75th Regrowth 123rd year of Ascendancy at 18:44 Killed by elven cultist at level 27 on the 1st Time of Balance 123rd year of Ascendancy at 23:38 |
Primary Stats
| Strength | 67 (base 57) |
| Dexterity | 58 (base 10) |
| Constitution | 24 (base 11) |
| Magic | 14 (base 10) |
| Willpower | 75 (base 49) |
| Cunning | 45 (base 10) |
Resources
| Life | -106/958 |
| Stamina | 320/356 |
| Equilibrium | 14 |
| Healing Factor | 1.1172674059366 |
| Regeneration | 20.610576571788 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +51.317881892237% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 4 |
| See Stealth | 10 |
| See Invisible | 9 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 61 |
| Crit Chance | 29% |
| APR | 12 |
| Speed | 0.92 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 34 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 67 |
| Crit Chance | 17% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Lightning | +7% |
| Cold | +6% |
| Arcane | +9% |
| Mind | +3% |
| All | 0% |
Offense: Damage Penetration
| Mind | +15% |
Defense: Base
| Armour (hardiness) | 49.089348373821 (81.151787968034%) |
| Defense | 33 |
| Ranged Defense | 42 |
| Fatigue | 23 |
| Physical Save | 30 |
| Spell Save | 40 |
| Mental Save | 37 |
Defense: Resistances
| Acid | + 19%( 70%) |
| Blight | + 32%( 70%) |
| Arcane | + 9%( 70%) |
| Cold | + 26%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 17%( 70%) |
| Temporal | + 13%( 70%) |
| Physical | + 34%( 70%) |
| Mind | + 16%( 70%) |
| Fire | + 16%( 70%) |
| Lightning | + 19%( 70%) |
Defense: Immunities
| Stun Resistance | 52% |
| Confusion Resistance | 46% |
| Fear Resistance | 60% |
| Teleport Resistance | 10% |
| Blind Resistance | 46% |
| Silence Resistance | 22% |
| Disarm Resistance | 22% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (5/5)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 220 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 20 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 98 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 Dexterity stat. |
| Runes | Effective talent level: 1.0 Rune: DissipationUse mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. |
| Runes | Effective talent level: 1.0 Rune: 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 311 damage for 4 turns. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 5 turns. While Heroism is active, you will only die when reaching -562 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 1123 life, 10 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Willpower stat. |
Class Talents
| Wild-gift / Cold drake aspect | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Sand drake aspect | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 0/5 |
| Technique / Two-handed assault | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Wild-gift / Fire drake aspect | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Storm drake aspect | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 4/5 |
| Wild-gift / Venom drake aspect | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Wild-gift / Fungus | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 1/5 |
| 3/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| Wild-gift / Call of the wild | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 3/5 |
| 3/5 |
Prodigies
| 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 |
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. | active |
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 heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Willpower by +5. | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved Willpower by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 6 of Dreadfell. Escort: lone alchemist (level 6 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You successfully escorted the temporal explorer to the recall portal on level 1 of Dreadfell. Escort: temporal explorer (level 1 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Shardskin. * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | active |
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. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have 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: 53. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of avoidance. He has given you some notes on the ingredients: * You've found the needed honey tree root. * You've found the needed xorn fragment. * You've found the needed ice wyrm tooth. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed naga tongue. * You've found the needed length of troll intestine. * You've found the needed vial of elder vampire blood. Marus of Elvala has completed an elixir of mastery without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * You've found the needed bear paw. * You've found the needed pouch of luminous horror dust. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | undeterred pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Ego+] Arcane While equipped: ----- def ----- Armour +3 Silence- +22% Confus- +26% Stun/Frz- +28% A pair of boots made of leather. |
| Quiver | barbed quiver of elven-wood arrows of amnesia (21/21, 166% power, 14 apr)3.0 T4 arrow ammo [Ego++] Master/Psionic Power 166% Range: 1.4x Uses 40% Wil, 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +14 Crit +16.5% Capacity 21 On Hit: * 50% chance to put 1 talent on cooldown for 5 turns (checks Confusion immunity) On Crit: * Wound the target dealing 238 physical damage across 5 turns and reducing healing by 50% Arrows are used with bows to pierce your foes to death. |
| Light source | Porumira the alchemist's lamp1.0 T3 lite [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +2 Resists +8% blight +12% mind +9% acid HP.reg +9.00 Blind- +20% Confus- +20% Teleport- +10% ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | The Face of Fear (8 def, 0 armour)2.0 T3 head armor [Unique] Unknown While equipped: Stats +6 Cun +8 Wil dps ---------- Mind.pwr +16 (+4 eff.) ----- def ----- Defense +8 (+4 eff.) Fear- +60% ---------- misc Masteries +0.20 Cursed/Fears Instill Fear: Level 2.4 Pwr.cost 18 out of 45/45. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 22.14 mind and 21.50 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 24% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 23. Terrified: Deals 5.15 mind and 5.00 darkness damage per turn and increases cooldowns by 36%. Haunted: Causes the target to suffer 8.73 mind and 8.47 darkness damage for each detrimental mental effect every turn. This mask appears to be carved out of the skull of a creature that never should have existed, malformed and distorted. You shiver as you look upon it, and its hollow eye sockets seem to stare back into you. |
| On hands | Gleamshine the dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% mind +6% cold Res.pen +15% mind Melee Ret 8 cold ----- def ----- Armour +2 Fatigue +3% HP.reg +1.00 ---------- misc Stam/turn +0.70 Max.stam +16.00 Light +2 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. |
| Tool | evasive yew wand of shielding [power 266] (20 cooldown)2.0 T3 wand charm [Ego+] Arcane Create a shield absorbing up to 266 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | Baryzor0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +1 Str +5 Dex +2 Mag +9 Cun +4 Con dps ---------- Phys.crit +2.0% Phys.pwr +5 (+1 eff.) Spell.pwr +9 (+4 eff.) Acc +7 (+2 eff.) ----- def ----- Die.at -40.00 life Blind- +26% ---------- misc Infravis +4 See.Stealth +10 See.Invis +9 Rings make your fingers look great! |
| On fingers | Korodunatar0.1 T5 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +8 Cun +10 Dex dps ---------- Phys.pwr +22 (+6 eff.) Spell.pwr +25 (+10 eff.) Mind.pwr +23 (+6 eff.) Dmg.mod +6% acid +9% arcane Acc +6 (+2 eff.) Melee Ret 4 arcane On Hit (Melee): * 20% chance to reduce armor by 29% ----- def ----- Resists +5% arcane Rings make your fingers look great! |
| Around neck | Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
| In main hand | Colaryem (159% power, 12 apr)3.0 T3 greatsword 2H weapon [Unique] Arcane Power 160% Range: 1.6x Uses 40% Wil, 130% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +12 Crit +11.0% Atk.spd 109% While equipped: Stats +7 Dex dps ---------- Mov.spd +10% Dmg.mod +7% lightning ----- def ----- Fatigue -12% Resists +7% lightning ---------- misc Max.enc +50 Avoid Pressure Traps Attack speed improves with your strength and size category. This intricate blade is impractically long and almost as wide as your body, yet contrary to its size and apparent girth it is not only light, but threatens to escape your grasp and fly away. You will need to be really strong to keep it grounded. Or really big. |
| Around waist | Emblem of Evasion1.0 T4 belt armor [Unique] Master While equipped: Stats +12 Dex +10 Cun +8 Lck ----- def ----- Rng.Def +20 (+6 eff.) Proj.evade +15% Proj.slow +30% Evasion: (Instant) Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Said to have belonged to a master of avoiding attacks, this gilded steel emblem symbolizes his talent. |
| In off hand | exposing stralite shield of winter (0 def, 8 armour, 162% power, 140 block)7.0 T4 shield armor Reqs Shield usage training [Ego+] Nature/Psionic When used to Attack: Power 162% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +140 Melee+ +12 cold While equipped: Stats +3 Wil dps ---------- On shield block: * Deals 220 cold damage and freezes enemies in radius 4 to the ground for 3 turns (1/turn) On Hit (Melee): * 7% chance to reduce all saves and defense by 38 On Melee Ret: * 18% chance to reduce all saves and defense by 38 ----- def ----- Armour +8 Fatigue +8% Resists +12% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | cashmere cloak 'Poroldalle' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +9% temporal Phys.save +6 (+3 eff.) Spell.save +9 (+3 eff.) Mind.save +12 (+5 eff.) Max.HP +35.00 ---------- misc Hate/m.crit +1.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor Reqs Massive armour training [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +13 Fatigue +22% Resists +7% acid +8% physical +14% darkness +21% blight +9% cold +5% lightning +7% fire Disarm- +22% Stun/Frz- +24% Knockbk- +32% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the warrior (heal 226; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 226 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
movement infusion of the warrior (speed 698%; cd 17)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 Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 698% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the sneak (res 28%; mental; dur 3; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 28% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 34%; magical; dur 2; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 34% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 Travel.spd 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the psychic (damage 370; dur 4; cd 22)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 370.47 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect 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. |
blink rune of the duelist (range 7; phase 19; cd 11)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 11 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 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 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the sneak (absorb 118; cd 17)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to 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 118 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +5 (+2 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
copper amulet of constitution (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Con Amulets make your neck look great! |
copper amulet of magic (+2)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +2 Mag Amulets make your neck look great! |
copper amulet of willpower (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Wil Amulets make your neck look great! |
restful steel amulet of the eclipse0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: dps ---------- Melee+ 6 light 6 darkness Dmg.mod +5% light +5% darkness On Melee Ret: * 5% chance to reduce damage dealt by 30% * 5% chance to blind ----- def ----- Fatigue -5% HP.reg +2.00 Amulets make your neck look great! |
savior's gold amulet of manastreaming0.1 T3 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag dps ---------- S.pwr/crit +4 ----- def ----- Phys.save +16 (+8 eff.) Spell.save +18 (+6 eff.) Mind.save +16 (+6 eff.) ---------- misc Mana/turn +0.13 Max.mana +37.00 Amulets make your neck look great! |
steel amulet0.1 T2 amulet jewelry [Normal] Amulets make your neck look great! |
warrior's stralite amulet of healing0.1 T4 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +9% physical Heal.mod +14% Cut- +50% ---------- misc Stam/turn +0.60 Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 265 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 337.73 You won the Ring of Blood trial, and this is your reward. |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +7 ----- def ----- Defense +8 (+4 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 3 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 98% 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! |
copper ring of the mountain (+10%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% physical ----- def ----- Resists +10% physical Rings make your fingers look great! |
mule's steel ring of sensing0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -5% Blind- +26% ---------- misc Max.enc +20 Infravis +3 See.Stealth +8 See.Invis +7 Rings make your fingers look great! |
pixie's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +2 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+5 eff.) Mind.pwr +6 (+1 eff.) Rings make your fingers look great! |
psionicist's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Wil ----- def ----- Mind.save +8 (+4 eff.) HP.reg +3.00 Stun/Frz- +25% Rings make your fingers look great! |
savior's steel ring of pilfering0.1 T2 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +8 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Phys.save +7 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +7 (+3 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 3 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 98% 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! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
steel ring0.1 T2 ring jewelry [Normal] Rings make your fingers look great! |
thick linen cloak of implacability (1 def, 5 armour)2.0 T1 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold Phys.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
stealthy pair of hardened leather boots of evasion (2 def, 3 armour)2.0 T3 feet armor [Ego+] Master While equipped: Stats +6 Lck +5 Dex ----- def ----- Armour +3 Defense +2 (+1 eff.) Stealth +6 Evasion: (Instant) Puts all charms on 30 cooldown Level 4.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 31% chance to evade melee and ranged attacks and 31 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
traveler's pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Master While equipped: ----- def ----- Armour +4 Fatigue -1% Phys.save +5 (+3 eff.) ---------- misc Max.enc +23 Stam/turn +0.50 Max.stam +24.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 141.42 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
drakeskin leather gloves 'Blindpanic' (0 def, 3 armour)1.0 T4 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Melee+ 14 nature Dmg.mod +10% nature +12% light ----- def ----- Armour +3 Resists +8% nature +5% physical ---------- misc Stam/turn +1.00 Max.stam +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gleambearer (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +10.00% Dmg.mod +9% temporal Res.pen +5% light ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 208.6 Physical damage. If the attack hits, the target is confused (40% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
dwarven-steel mail armour 'Ebonyrage' (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Res.pen +5% darkness Melee Ret 8 mind ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +25 (+9 eff.) A suit of armour made of mail. |
dwarven-steel mail armour of the deep (3 def, 9 armour)14.0 T3 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +9 Defense +3 (+1 eff.) Fatigue +12% Resists +7% acid +6% cold ---------- misc Breathe water A suit of armour made of mail. |
enlightening stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +4 Wil ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Mind.save +14 (+6 eff.) Max.HP +25.00 HP.reg +3.00 Heal.mod +10% A suit of armour made of mail. |
swashbuckler's dwarven-steel shield of resilience (0 def, 6 armour, 131% power, 77 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature/Master When used to Attack: Power 131% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +77 While equipped: Stats +5 Str +3 Dex dps ---------- Acc +8 (+2 eff.) ----- def ----- Armour +6 Fatigue +8% Max.HP +41.00 ---------- misc Talents +1 Block Handheld deflection devices. |
windwalling dwarven-steel shield of the stars (0 def, 6 armour, 140% power, 82.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego++] Arcane/Psionic When used to Attack: Power 141% Range: 1.2x Uses 40% Wil, 100% Str Dmg Physical Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +82 Melee+ +11 physical +12 light +14 darkness While equipped: Stats +3 Mag +2 Wil +3 Cun dps ---------- Dmg.mod +13% light +12% darkness ----- def ----- Armour +6 Fatigue +8% Resists +13% physical +11% light +12% darkness Shield.near.proj +38 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
9 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. |
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 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. |
2 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
11 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. |
iron pickaxe of endurance (dig speed 38 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +3 Str ----- def ----- Fatigue -5% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
miner's iron pickaxe (dig speed 29 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +1 Str ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 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. |
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. |
13 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. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 82.08 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 82.08 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +6 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +5 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. |
preserving brass lantern2.0 T1 lite [Ego+] Nature While equipped: Stats +1 Con ----- def ----- Resists +6% blight HP.reg +2.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 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. |
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. |
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. |
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. |
The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
cleansing stralite torque of mindblast [power 290] (15 cooldown)2.0 T4 torque charm [Ego+] Psionic Blast the opponent's mind dealing 299 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
iron torque of gale force [power 100] (15 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
overpowered steel torque of clear mind [power 3] (36 cooldown)2.0 T2 torque charm [Ego] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 36 cooldown Torques are made by powerful psionics to store psionic powers. |
powerful steel torque of gale force [power 160] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 160 physical damage Puts all charms on 15 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
overpowered elm totem of summon tentacle [power 140] (31 cooldown)2.0 T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 282 Base Damage: 140 Armor: 0 All Resist: 1 Puts all charms on 31 cooldown Natural totems are made by powerful wilders to store nature power. |
powerful ash totem of summon tentacle [power 150] (25 cooldown)2.0 T2 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 3 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 360 Base Damage: 158 Armor: 2 All Resist: 6 Puts all charms on 25 cooldown 100% to increase all damage by 12% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
10 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. |
Lisalaith the Morningschism [power 182] (20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: dps ---------- Phys.crit +3.0% Dmg.mod +6% physical Melee Ret 2 physical ----- def ----- Defense +15 (+7 eff.) Phys.save +18 (+9 eff.) ---------- misc Light +1 Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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 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. |
10 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. |
8 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. |
Achievements
A dangerous secret
Found the mysterious staff and told Last Hope about it.By WildWildWest the Ogre Wyrmic level 27
79th Regrowth 123rd year of Ascendancy at 21:09 see stats
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By WildWildWest the Ogre Wyrmic level 21
75th Haze 122nd year of Ascendancy at 08:28 see stats
Against all odds
Killed Ukruk in the ambush.By WildWildWest the Ogre Wyrmic level 26
77th Regrowth 123rd year of Ascendancy at 21:10 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By WildWildWest the Ogre Wyrmic level 6
12nd Dusk 122nd year of Ascendancy at 01:59 see stats
Exterminator
Killed 1000 creatures.By WildWildWest the Ogre Wyrmic level 17
40th Haze 122nd year of Ascendancy at 00:50 see stats
Eye of the storm
Freed Derth from the onslaught of the mad Tempest, Urkis.By WildWildWest the Ogre Wyrmic level 24
64th Regrowth 123rd year of Ascendancy at 18:18 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By WildWildWest the Ogre Wyrmic level 21
75th Haze 122nd year of Ascendancy at 08:59 see stats
Level 10
Got a character to level 10.By WildWildWest the Ogre Wyrmic level 10
41st Dusk 122nd year of Ascendancy at 13:53 see stats
Level 20
Got a character to level 20.By WildWildWest the Ogre Wyrmic level 20
70th Haze 122nd year of Ascendancy at 14:54 see stats
Rescuer of the lost
Rescued the merchant from the assassin lord.By WildWildWest the Ogre Wyrmic level 22
38th Regrowth 123rd year of Ascendancy at 21:03 see stats
Size matters
Did over 600 damage in one attack.By WildWildWest the Ogre Wyrmic level 19
70th Haze 122nd year of Ascendancy at 10:47 see stats
The Arena
Unlocked Arena mode.By WildWildWest the Ogre Wyrmic level 7
35th Dusk 122nd year of Ascendancy at 00:16 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By WildWildWest the Ogre Wyrmic level 21
75th Haze 122nd year of Ascendancy at 08:28 see stats
The secret city
Discovered the truth about mages.By WildWildWest the Ogre Wyrmic level 11
54th Dusk 122nd year of Ascendancy at 01:07 see stats
Thralless
Freed at least 30 enthralled slaves in the slavers' compound.By WildWildWest the Ogre Wyrmic level 22
28th Regrowth 123rd year of Ascendancy at 12:44 see stats
Treasure Hunter
Amassed 1000 gold pieces.By WildWildWest the Ogre Wyrmic level 17
7th Haze 122nd year of Ascendancy at 03:10 see stats
Unstoppable
Returned from the dead.By WildWildWest the Ogre Wyrmic level 23
59th Regrowth 123rd year of Ascendancy at 05:17 see stats
Vampire crusher
Destroyed the Master in its lair of the Dreadfell.By WildWildWest the Ogre Wyrmic level 25
76th Regrowth 123rd year of Ascendancy at 05:10 see stats
Log
Bleeding from WildWildWest hits Ogre mauler for 5 physical damage.
Bleeding from WildWildWest hits Elven warrior for 242 physical damage.
Bleeding from WildWildWest killed Elven warrior!
WildWildWest is afflicted by a weakness disease!
Elven cultist's Soul Rot hits WildWildWest for 140 blight damage.
WildWildWest is confused and fails to use Swallow.
Elven cultist casts Soul Rot.
WildWildWest is free from the acid.
WildWildWest seems more focused.
Decrepitude Disease from Elven cultist hits WildWildWest for 38 blight damage.
Weakness Disease from Elven cultist hits WildWildWest for 32 blight damage.
Bleeding from WildWildWest hits Ogre mauler for 5 physical damage.
Melee retaliation hits Ogre mauler for 4 arcane, 27 cold (32 total damage).
Ogre mauler hits WildWildWest for 11 physical damage.
WildWildWest is afflicted by a rotting disease!
Elven cultist's Soul Rot hits WildWildWest for 149 blight damage.
WildWildWest tries to swallow Ogre mauler!
WildWildWest performs a melee critical strike against Ogre mauler!
WildWildWest gains 1% of a turn from Ancestral Life.
WildWildWest receives 57 healing from Ogre mauler.
WildWildWest hits Ogre mauler for 639 nature damage.
WildWildWest killed Ogre mauler!
Elven cultist casts Drain.
Elven cultist's spell attains critical power!
Elven cultist hits WildWildWest for 202 blight damage.
Elven cultist casts Drain.
Elven cultist hits WildWildWest for 107 blight damage.
WildWildWest the level 27 ogre wyrmic was fouled to death by an elven cultist on level 2 of Dark crypt.
















































































































