











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
Movarc'h's Improved Escorts - Bamboo Edition 1.7.4Improvements to the escort system. Adds a bunch of new types of escorts, and increases the power and number of options for existing escorts. Additionally learning new categories unlocks them by default, or can improve your mastery if you already know them. This is a fork of Movarc'h's Impoved Escorts by mannendake. Credit to Disnag for necromancer escort and Movarc'h for the base addon. True Full Respec Mastery Boost 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 bug for prodigies learning introduced v1.7. Yakri: I wasn't stoked about the inability to respec starting categories, as I'm a huge weirdo who likes to unspec things I don't like and mastery boost other categories. This version buffs the mastery increase from 0.2 to 0.4 as well. This is rolled in because mastery boosting is incompatible with category respec mods. I am not the original mod creator, I just updated the update youhei created based on Full Respecialization by Time to Die Weight: 100 Superload: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Insane Adventure |
| Sex | Male |
| Race | Ogre |
| Class | Bulwark |
| Level / Exp | 21 / 93% |
| Size | huge |
| Lifes / Deaths | Killed by onilug at level 15 on the 40th Dusk 122nd year of Ascendancy at 17:47 0 / 7Killed by Lisanne the deformed grizzly bear at level 16 on the 44th Dusk 122nd year of Ascendancy at 05:47 Killed by Porissra the sick poison ivy at level 17 on the 75th Dusk 122nd year of Ascendancy at 17:43 Killed by Bethira the warg at level 20 on the 8th Haze 122nd year of Ascendancy at 23:00 Killed by war hound at level 21 on the 10th Haze 122nd year of Ascendancy at 18:29 Killed by war hound at level 21 on the 10th Haze 122nd year of Ascendancy at 19:55 Killed by Poryssra the squid at level 21 on the 10th Haze 122nd year of Ascendancy at 20:13 |
Primary Stats
| Strength | 50 (base 44) |
| Dexterity | 38 (base 33) |
| Constitution | 28 (base 22) |
| Magic | 27 (base 22) |
| Willpower | 11 (base 7) |
| Cunning | 14 (base 7) |
Resources
| Life | 1/830 |
| Positive | 110/110 |
| Stamina | 87/172 |
| Healing Factor | 1.2656298990389 |
| Regeneration | 32.99186684804 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 6 |
| See Stealth | 19.365639880936 |
| See Invisible | 19.365639880936 |
Offense: Mainhand
| Damage | 110 |
| Accuracy | 43 |
| Crit Chance | 9% |
| APR | 12 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 27 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Mind
| Mindpower | 24 |
| Crit Chance | 2% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +12% |
| Light | +6% |
| Physical | +6% |
| Arcane | +3% |
| Mind | +12% |
| All | 0% |
Offense: Damage Penetration
| Blight | +10% |
| Physical | +15% |
| Light | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 25.999999999999 (30%) |
| Defense | 33 |
| Ranged Defense | 33 |
| Fatigue | 20 |
| Physical Save | 43 |
| Spell Save | 44 |
| Mental Save | 16 |
Defense: Resistances
| Acid | + 30%( 70%) |
| Blight | + 25%( 70%) |
| Arcane | + 10%( 70%) |
| Cold | + 25%( 70%) |
| All | 0%( 70%) |
| Darkness | + 19%( 70%) |
| Light | + 6%( 70%) |
| Fire | + 12%( 70%) |
| Lightning | + 26%( 70%) |
Defense: Immunities
| Teleport Resistance | 20% |
| Stun Resistance | 20% |
| Instadeath Resistance | 100% |
| Disarm Resistance | 41% |
Inscriptions (4/4)
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse 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 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 70 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: 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 86 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 177 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 517% 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 Constitution stat. |
Class Talents
| Technique / Two-handed assault | 0.80 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 4/5 |
| 1/5 |
| Technique / Battle tactics | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat veteran | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Generic Talents
| Cunning / Survival | 1.20 |
| 1/5 |
| 0/5 |
| 2/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
| Celestial / Chants | 0.80 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| 5/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You failed to protect the lost sun paladin from death by Adussra the skeleton warrior. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Old Forest. Escort: lost sun paladin (level 3 of Old Forest)As a reward you gained talent category Celestial / Chants (at mastery 0.80). | done |
You failed to protect the lost sun paladin from death by blue crystal. Escort: lost sun paladin (level 3 of Scintillating Caves) | failed |
You successfully escorted the lost warrior to the recall portal on level 2 of Scintillating Caves. Escort: lost warrior (level 2 of Scintillating Caves)As a reward you gained talent category Technique / Two-handed assault (at mastery 0.80). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Ruins of Kor'Pul. Escort: repented thief (level 2 of Ruins of Kor'Pul)As a reward you improved talent Track (+2 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 must explore the Daikara and find out what lurks there and what treasures are to be gained! | 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. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed warg claw. * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+1 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 27% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
| Light source | Aerabreba1.0 T3 lite [Random Unique] Nature While equipped: Stats +3 Con +3 Wil dps ---------- Phys.crit +4.0% Crit.mult +12.00% Phys.pwr +6 (+2 eff.) Dmg.mod +3% arcane Res.pen +10% blight ----- def ----- Resists +25% blight Max.HP +58.00 HP.reg +5.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | hardened leather cap 'Ragandil' (0 def, 12 armour)2.0 T3 head armor [Random Unique] Master While equipped: Stats +3 Str +6 Dex +3 Con dps ---------- Res.pen +15% physical ----- def ----- Armour +12 Fatigue +3% Resists +19% darkness +6% cold Phys.save +7 (+2 eff.) Mind.save +5 (+4 eff.) ---------- misc Infravis +6 Battle Cry: Puts all charms on 28 cooldown Level 2.6 Pwr.cost 28 out of 28/28. Range melee/personal Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 18 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
| On hands | restful hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Psionic While equipped: ----- def ----- Armour +2 HP.reg +3.00 ---------- misc Stam/turn +0.80 Max.stam +10.00 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. |
| Tool | Salavena the Blindsun [power 206] (3/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Crit.mult +5.00% Mind.pwr +10 (+5 eff.) Dmg.mod +12% darkness ---------- misc Max.hate +10.00 Heal yourself and all friendly characters within 10 spaces for 206 Puts all charms on 15 cooldown 100% to heal for 53. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gold ring of life0.1 T3 ring jewelry [Ego+] Nature While equipped: ----- def ----- Max.HP +53.00 HP.reg +8.00 Heal.mod +12% Rings make your fingers look great! |
| On fingers | steel ring 'Radhedor'0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Cun +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+2 eff.) Dmg.mod +12% mind Acc +9 (+3 eff.) Apr +8 ----- def ----- Defense +8 (+4 eff.) Spell.save +6 (+2 eff.) Mind.save +3 (+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 102% 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! |
| Around neck | copper amulet 'Betoldatira'0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil dps ---------- Melee Ret 6 mind ----- def ----- Resists +5% arcane +12% acid HP.reg +4.00 Stun/Frz- +20% Teleport- +20% Amulets make your neck look great! |
| In main hand | Flashmaster (40-64 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master/Psionic Power 40.0 - 64.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 darkness Against +9% Living On Hit.r1 +12 acid On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +5% light Acc +12 (+4 eff.) Melee Ret 6 acid ----- def ----- Defense +10 (+5 eff.) Resists +6% light Disarm- +41% Massive two-handed swords. |
| Around waist | Eluwen1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Crit.mult +10.00% Phys.pwr +5 (+1 eff.) ----- def ----- Resists +5% arcane +12% lightning Phys.save +15 (+5 eff.) Spell.save +8 (+3 eff.) Die.at -40.00 life ---------- misc Psi/ret +0.04 Size +1 A belt that goes around your waist. |
| In off hand | dwarven-steel shield of resistance (0 def, 6 armour, 32-38 power, 85 block)7.0 T3 shield armor Reqs Shield usage training [Ego+] Nature When used to Attack: Power 32.0 - 38.4 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +85 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +6% acid +5% fire +7% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | Starstrider the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Phys.pwr +25 (+6 eff.) Dmg.mod +6% light +6% physical Apr +2 ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +7% lightning +6% cold ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | rejuvenating cured leather armour of the deep (6 def, 5 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +5 Defense +6 (+3 eff.) Fatigue +7% Resists +5% acid +6% cold HP.reg +2.40 ---------- misc Stam/turn +0.80 Breathe water A suit of armour made of leather. |
Inventory
healing infusion of the warrior (heal 178; cd 14)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 178 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. Press to compare to your current inscriptions |
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. |
Prismatic Rune (6 turns; blight, temporal, light, physical)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 4 blight, 4 temporal, 4 light, 4 physical Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
restful copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature/Master While equipped: Stats +3 Wil ----- def ----- Fatigue -4% HP.reg +1.00 Amulets make your neck look great! |
Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+7 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Unlightdeath the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Dex +3 Mag ----- def ----- Resists +9% darkness HP.reg +2.00 Stun/Frz- +22% Rings make your fingers look great! |
copper ring of power0.1 T1 ring jewelry [Ego] Arcane While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Spell.pwr +7 (+3 eff.) Mind.pwr +5 (+2 eff.) Rings make your fingers look great! |
copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +24% Pinning- +20% Knockbk- +20% Rings make your fingers look great! |
Vargh Redemption0.1 T2 ring jewelry [Unique] Nature While equipped: Stats +4 Wil +6 Con dps ---------- Dmg.mod +15% cold ----- def ----- Resists +10% nature +25% cold ---------- misc Max.mana +20.00 Max.stam +20.00 Max.psi +20.00 Max.Air +50.00 Summon a radius 4 tidal wave that expands slowly over 7 turns, dealing 7.78 cold and 8.25 physical damage (based on Willpower) each turn, knocking opponents back, and lowering their stun resistance. Uses 60 power out of 60/60 This azure ring seems to be always moist to the touch. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
steel ring 'Spiderkarma'0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +4 Mag +5 Wil dps ---------- Spell.pwr +5 (+2 eff.) Dmg.mod +11% lightning +11% nature Res.pen +5% darkness On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +22% lightning +28% nature Rings make your fingers look great! |
Erilathakath (22-33 power, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Arcane/Master Power 22.0 - 33.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +13 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 45 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +9.0% Crit.mult +10.00% Mind.pwr +5 (+2 eff.) ----- def ----- Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed battleaxes. |
Pitchbreacher the dwarven-steel battleaxe (38-57 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Nature/Master Power 38.0 - 57.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +8 darkness While equipped: Stats +12 Str +7 Dex +7 Mag +7 Wil +9 Cun +6 Con dps ---------- Res.pen +10% darkness +16% all Acc +17 (+5 eff.) Apr +13 Melee Ret 4 darkness ----- def ----- Resists +9% light ---------- misc Light +2 Massive two-handed battleaxes. |
elemental dwarven-steel battleaxe (29-44 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego+] Arcane Power 29.0 - 43.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Hit: * Create an explosion dealing 45 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +19% cold Massive two-handed battleaxes. |
Hurydig the Dayshaper (28-45 power, 8 apr)3.0 T2 greatsword 2H weapon [Rare] Master Power 28.0 - 44.8 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +8 Crit +3.0% Atk.spd 100% On Crit: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +10 (+3 eff.) Res.pen +15% light Melee Ret 4 light 4 physical ----- def ----- Resists +1% physical Teleport- +20% Massive two-handed swords. |
hateful steel greatsword of massacre (34-54 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +7 darkness Against +9% Living Massive two-handed swords. |
Relgidil (38-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Arcane/Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +12 fire On Hit: * 10% chance to gain 10% of a turn (3/turn limit) On Crit: * Splash the target with acid dealing 75 damage over 5 turns and reducing armor and accuracy by 10 While equipped: Stats +3 Con dps ---------- Phys.pwr +14 (+4 eff.) Res.pen +5% temporal +10% physical On Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) * 10% chance to reduce all saves and defense by 17 ----- def ----- Disarm- +14% Massive two-handed swords. |
flaming iron longsword of massacre (16-22 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane/Master Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% On Hit.r1 +5 fire Sharp, long, and deadly. |
iron longsword (10-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 10.5 - 14.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
balanced iron mace (12-18 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Master Power 12.5 - 17.5 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +0.5% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Disarm- +22% Blunt and deadly. |
Kindlenaught (20-29 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Nature/Master Power 20.5 - 28.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +6 nature While equipped: dps ---------- Res.pen +6% physical Acc +7 (+2 eff.) Apr +7 On Hit (Melee): * 10 arcane resource burn * 10% chance to slow global speed by 42% ----- def ----- Spell.save +3 (+1 eff.) One-handed war axes. |
Voidtrencher the dwarven-steel dagger (18-23 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Arcane/Master Power 18.0 - 23.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +16 darkness +10 cold While equipped: Stats +4 Str +1 Con dps ---------- Phys.pwr +8 (+2 eff.) Dmg.mod +7% physical Res.pen +8% physical Acc +7 (+2 eff.) ----- def ----- Resists +5% arcane Max.HP +20.00 Disarm- +10% Teleport- +10% Sharp, short and deadly. |
dwarven-steel shield of cold resistance (+17%) (0 def, 6 armour, 28-34 power, 78.5 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Master When used to Attack: Power 28.0 - 33.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.5% Block +78 While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +17% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Spider-Silk Robe of Spydrë (10 def, 15 armour)2.0 T3 cloth armor [Unique] Nature While equipped: Stats +5 Con +4 Wil dps ---------- Mind.crit +5% Mind.pwr +10 (+5 eff.) Dmg.mod +15% acid +15% nature +15% mind Melee Ret 20 nature slow 20 poison ----- def ----- Armour +15 Hardiness +30% Defense +10 (+5 eff.) Resists +30% nature +11% all Phys.save +10 (+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. |
Skin of Many (12 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +6 Defense +12 (+6 eff.) Fatigue +7% Max.HP +40.00 ---------- misc Infravis +3 Masteries -0.20 Cunning/Stealth The stitched-together skins of many creatures. Some eyes and mouths still decorate the robe, and some still live, screaming in tortured agony. |
troll-hide cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Max.HP +30.00 HP.reg +3.90 Heal.mod +10% A suit of armour made of leather. |
Thalore-Wood Cuirass (4 def, 12 armour)12.0 T2 massive armor Reqs Massive armour training [Unique] Nature/Master While equipped: Stats +3 Dex +3 Wil +3 Con ----- def ----- Armour +12 Defense +4 (+2 eff.) Fatigue +14% Resists +18% cold +18% darkness +18% nature Heal.mod +25% Expertly hewn from the bark of trees, this wooden armor provides excellent protection at a low weight. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Obsidianbreeze1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Dex +4 Cun +6 Lck dps ---------- Melee Ret 4 physical ----- def ----- Resists +2% physical Stealth +6 HP.reg +4.00 Disease- +20% ---------- misc T.Disarm +7 Infravis +4 A belt that goes around your waist. |
rough leather belt 'Daybait'1.0 T1 belt armor [Rare] Psionic While equipped: dps ---------- Mind.pwr +2 (+1 eff.) ----- def ----- Phys.save +6 (+2 eff.) Max.HP +60.00 HP.reg +2.00 Silence- +10% A belt that goes around your waist. |
rough leather belt 'Dimsteel'1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +4 (+1 eff.) Res.pen +15% darkness On Hit (Melee): * 10% chance to reduce armor by 25% ----- def ----- Resists +3% temporal +3% light +3% cold Spell.save +6 (+2 eff.) Mind.save +6 (+5 eff.) A belt that goes around your waist. |
Elenehek (16 def, 10 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Res.pen +10% temporal ----- def ----- Armour +10 Defense +16 (+8 eff.) Resists +11% cold ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Hurundur (7 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: dps ---------- Crit.mult +5.00% ----- def ----- Armour +6 Defense +7 (+4 eff.) Phys.save +21 (+7 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Morbusspiker the linen cloak (1 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +7 Str +1 Con dps ---------- Phys.crit +1.0% Acc +5 (+1 eff.) On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +6 Defense +1 (+1 eff.) Resists +11% cold Die.at -40.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Emelatha' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Con ----- def ----- Armour +1 Fatigue -4% Resists +3% cold +9% fire Crit.chn- 15.00% Phys.save +6 (+2 eff.) ---------- misc Max.enc +21 A pair of boots made of leather. |
pair of iron boots of rushing (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +2 Str +3 Con ----- def ----- Armour +3 Fatigue +2% Rush: Puts all charms on 25 cooldown Level 3.9 Pwr.cost 25 out of 25/25. Range 9 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Aeralenn the Scaldnail (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Dex +1 Wil +8 Con dps ---------- Dmg.mod +3% fire On Hit (Melee): * 20% chance to reduce armor by 25% ----- def ----- Armour +4 Fatigue +3% Resists +7% fire +8% cold Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Obsidianweeper (0 def, 1 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 nature Dmg.mod +3% nature +3% darkness Res.pen +15% cold ----- def ----- Armour +1 Resists +6% nature +3% mind +3% darkness 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. |
hardened leather gloves of butchering (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Acc +6 (+2 eff.) Apr +7 ----- def ----- Armour +2 Resists +6% blight Spell.save +11 (+4 eff.) 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. |
Mayorewen the iron helm (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +2 Con dps ---------- Crit.mult +5.00% Phys.pwr +4 (+1 eff.) Res.pen +10% physical Acc +25 (+8 eff.) ----- def ----- Armour +3 Fatigue +5% ---------- misc Max.stam +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
13 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
8 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. |
6 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. |
7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 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 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. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
76 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. |
Betonn the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Spell.pwr +5 (+2 eff.) S.pwr/crit +2 Dmg.mod +3% blight ----- def ----- Phys.save +6 (+2 eff.) Heal.mod +12% ---------- misc Max.vim +30.00 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. |
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.(52 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Taintdream2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- On Hit (Melee): * 10% chance to slow global speed by 42% ----- def ----- Armour +2 Resists +3% lightning +3% all Phys.save +9 (+3 eff.) Spell.save +5 (+2 eff.) Mind.save +12 (+8 eff.) ---------- 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. |
Zanylar the Rainvile2.0 T1 lite [Rare] Master While equipped: Stats +1 Wil +1 Cun +2 Con dps ---------- Dmg.mod +3% cold Melee Ret 6 cold ---------- misc Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass 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. |
Barkwreck the iron pickaxe (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str dps ---------- Res.pen +10% nature Apr +7 ----- def ----- Resists +12% acid +6% nature Mind.save +3 (+3 eff.) ---------- misc Max.psi +30.00 While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +85 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe of endurance (dig speed 36 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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Xaneta the Boltjustice [power 110] (3/15 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +27% lightning Melee Ret 6 darkness On Hit (Melee): * 10% chance to reduce all saves and defense by 17 ----- def ----- Resists +3% mind +3% darkness Blast the opponent's mind dealing 123 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of psionic shield [power 45] (3/38 cooldown)2.0 T1 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 45 for 5 turns Puts all charms on 38 cooldown Torques are made by powerful psionics to store psionic powers. |
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. |
overpowered steel torque of psionic shield [power 85] (3/35 cooldown)2.0 T2 torque charm [Ego] Psionic Setup a psionic shield, reducing all damage taken by 85 for 5 turns Puts all charms on 35 cooldown Torques are made by powerful psionics to store psionic powers. |
steel torque of gale force 'Carrionmoon' [power 190] (3/15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: Stats +3 Dex dps ---------- Phys.crit +4.0% Melee Ret 10 nature On Hit (Melee): * 20% chance to slow global speed by 42% ---------- misc Stam/turn +2.00 Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 201 physical damage Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
elm totem of healing 'Woestreak' [power 116] (3/15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Con dps ---------- Res.pen +15% darkness On Hit (Melee): * 20% chance to slow global speed by 42% ---------- misc See.Invis +3 Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 cooldown 100% to reduce fatigue by 25% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of summon tentacle [power 145] (3/25 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: 290 Base Damage: 150 Armor: 2 All Resist: 0 Puts all charms on 25 cooldown 100% to heal for 30. Natural totems are made by powerful wilders to store nature power. |
elm wand of conjuration [power 105] (3/15 cooldown)2.0 T1 wand charm [Ego] Arcane Fire a magical bolt dealing 105 cold damage Puts all charms on 15 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Ichorblood [power 206] (3/20 cooldown)2.0 T2 wand charm [Rare] Arcane While equipped: Stats +3 Mag +1 Con dps ---------- Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 42% ----- def ----- Resists +9% nature Create a shield absorbing up to 206 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage penetration by 14% for 2 turns. 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"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. |
Achievements
Level 10 (Insane (Adventure) difficulty)
Got a character to level 10.By Dakkbul the Ogre Bulwark level 10
10th Dusk 122nd year of Ascendancy at 11:40 see stats
Level 20 (Insane (Adventure) difficulty)
Got a character to level 20.By Dakkbul the Ogre Bulwark level 20
8th Haze 122nd year of Ascendancy at 03:06 see stats
Size matters (Insane (Adventure) difficulty)
Did over 600 damage in one attack.By Dakkbul the Ogre Bulwark level 14
40th Dusk 122nd year of Ascendancy at 08:47 see stats
The Arena (Insane (Adventure) difficulty)
Unlocked Arena mode.By Dakkbul the Ogre Bulwark level 9
8th Dusk 122nd year of Ascendancy at 15:17 see stats
The secret city (Insane (Adventure) difficulty)
Discovered the truth about mages.By Dakkbul the Ogre Bulwark level 8
6th Dusk 122nd year of Ascendancy at 02:26 see stats
Treasure Hunter (Insane (Adventure) difficulty)
Amassed 1000 gold pieces.By Dakkbul the Ogre Bulwark level 16
43rd Dusk 122nd year of Ascendancy at 07:16 see stats
Unstoppable (Insane (Adventure) difficulty)
Returned from the dead.By Dakkbul the Ogre Bulwark level 21
10th Haze 122nd year of Ascendancy at 19:55 see stats
Log
Thorn Grab from Poryssra the squid hits Dakkbul for 16 nature damage.
Poryssra the squid summons a Fire Drake!
Dakkbul uses Repulsion.
Poryssra the squid resists the knockback!
Fire drake resists the knockback!
Melee retaliation hits Dakkbul for 3 acid damage.
Dakkbul hits Fire drake for 121 physical damage.
Dakkbul is fully armored again.
Talent Greater Weapon Focus is ready to use.
Deep Wound from Poryssra the squid hits Dakkbul for 33 physical damage.
Thorn Grab from Poryssra the squid hits Dakkbul for 16 nature damage.
Fire drake roars!
Dakkbul wanders around!
Fire drake hits Dakkbul for 258 physical damage.
Poryssra the squid hits Dakkbul for 130 nature, 5 acid (135 total damage).
Melee retaliation hits Poryssra the squid for 4 acid, 2 mind (6 total damage).
Talent Shield Wall is ready to use.
Talent Shield Slam is ready to use.
Talent Chant of Fortitude is ready to use.
Deep Wound from Poryssra the squid hits Dakkbul for 33 physical damage.
Thorn Grab from Poryssra the squid hits Dakkbul for 16 nature damage.
Fire drake uses Devouring Flame.
Poryssra the squid uses Blinding Speed.
Poryssra the squid speeds up.
Poryssra the squid uses Grab.
Poryssra the squid hits Dakkbul for 95 nature damage.
Melee retaliation hits Poryssra the squid for 4 acid, 2 mind (6 total damage).
Dakkbul the level 21 ogre bulwark was splurged to death by Poryssra the squid on level 2 of Lake of Nur.
Poryssra the squid prepares for the next kill!
















































































































