
Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Items Vault 1.7.6Donators/Buyers bonus! 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.
Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. This mod is not meant for new players. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Improved line-wrapping logic thanks to Joerle! Somebody shut that dog up 1.0.5Removes certain ambient sound effects: Timed Rest 1.7.0Adds a new command 'Rest for a specific number of turns', initially bound to Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Tier-1 Short Circuit Option 1.7.0Adds a new game option "Short-circuit some early dungeons" to enable or disable the new b43 behavior of skipping the player directly to the bottom of tier-1 dungeons if you're strong enough. The option will appear under Game Options in the <Esc> menu. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Annoying Sounds Fix 1.7.2This game is filled with super loud sounds that are played far too frequently. This mod should fix that. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Font of Sacrifice to the Rescue 1.7.0Makes the Font of Sacrifice from the Forbidden Cults DLC (required) available as a reward for rescuing the lost merchant. Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. |
| Campaign | Maj'Eyal |
| Mode | Normal Adventure |
| Sex | Female |
| Race | Ogre |
| Class | Writhing One |
| Level / Exp | 26 / 6% |
| Size | big |
| Lifes / Deaths | Killed by Camilla I at level 6 on the 78th Pyre 122nd year of Ascendancy at 14:08 0 / 7Killed by Layydhenne the deformed great wolf at level 12 on the 23rd Haze 122nd year of Ascendancy at 00:48 Killed by bursting entropic shard at level 19 on the 59th Haze 122nd year of Ascendancy at 04:34 Killed by steamgun turret at level 22 on the 70th Haze 122nd year of Ascendancy at 14:18 Killed by worm that walks (servant of Camilla I) at level 23 on the 17th Regrowth 123rd year of Ascendancy at 00:13 Killed by Islobrenn the vampire lord at level 25 on the 32nd Regrowth 123rd year of Ascendancy at 03:42 Killed by elven cultist at level 26 on the 33rd Regrowth 123rd year of Ascendancy at 21:23 |
Primary Stats
| Strength | 60 (base 52) |
| Dexterity | 11 (base 10) |
| Constitution | 22 (base 14) |
| Magic | 61 (base 51) |
| Willpower | 17 (base 10) |
| Cunning | 16 (base 10) |
Resources
| Life | -4/778 |
| Mana | 165/285 |
| Insanity | 29/100 |
| Healing Factor | 1.2024166372473 |
| Regeneration | 0.30060415931182 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +47.60995032651% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 5 |
| Infravision | 5 |
| See Stealth | 21.855343200023 |
| See Invisible | 21.855343200023 |
Offense: Mainhand
| Damage | 162 |
| Accuracy | 28 |
| Crit Chance | 13% |
| APR | 12 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 53 |
| Crit Chance | 16% |
| Speed | 1 |
Offense: Mind
| Mindpower | 18 |
| Crit Chance | 4% |
| Speed | 1 |
Offense: Damage Bonus
| Blight | +21% |
| Physical | +10% |
| Cold | +12% |
| All | 0% |
| Darkness | +15% |
| Light | +10% |
| Lightning | +21% |
| Mind | +3% |
| Fire | +12% |
| Nature | +12% |
Offense: Damage Penetration
| Blight | +10% |
| Lightning | +10% |
| Fire | +20% |
Defense: Base
| Armour (hardiness) | 25 (30%) |
| Defense | 24 |
| Ranged Defense | 24 |
| Fatigue | 0 |
| Physical Save | 30 |
| Spell Save | 44 |
| Mental Save | 31 |
Defense: Resistances
| Acid | + 3%( 70%) |
| Blight | + 6%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 36%( 70%) |
| All | 0%( 70%) |
| Lightning | + 6%( 70%) |
| Light | + 37%( 70%) |
| Temporal | + 6%( 70%) |
| Mind | + 3%( 70%) |
| Darkness | + 10%( 70%) |
| Fire | + 51%( 70%) |
| Nature | + 30%( 70%) |
Defense: Immunities
| Stun Resistance | 39% |
| Confusion Resistance | 10% |
| Blind Resistance | 20% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 466 life over 5 turns. Its effects scale with your Strength stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 109 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. |
| Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 3 Cooldown: 16 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
| Demented / Friend of the worm | 1.30 |
| 4/5 |
| 1/5 |
| 2/5 |
| 1/5 |
| Demented / Disfigured face | 1.30 |
| 4/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Demented / Tentacles | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Demented / Controlled horrors | 1.30 |
| 2/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Demented / Path of horror | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 1/5 |
| Demented / Beyond sanity | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Combat training | 1.00 |
| 0/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 1 of Old Forest. Escort: injured seer (level 1 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Old Forest. Escort: lost defiler (level 2 of Old Forest)As a reward you improved talent Curse of Death (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Scintillating Caves. Escort: lost defiler (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you improved talent Chant of Fortitude (+1 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 65. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed ice wyrm tooth. * You've found the needed vial of fire wyrm saliva. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed bloated horror heart. * You've found the needed vial of wight ectoplasm. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed minotaur nose. * You've found the needed green worm. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | 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 within2 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
| On feet | Corpsespire the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: offense ------ Accuracy +15 (+8 eff.) defense ------ Armor +3 Fatigue +2% Resistance +6% lightning +6% temporal +2% physical +3% nature +3% acid other ------- Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
| Light source | Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- 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.(64 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
| On head | Steel Helm of Garkul (0 def, 6 armour)3.0 Encumbrance T2 head armor [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con offense ------ Damage +10% physical defense ------ Armor +6 Fatigue +8% Physical save +12 (+6 eff.) Spell save +12 (+4 eff.) Mind save +12 (+6 eff.) other ------- Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
| Tool | Prox's Lucky Halfling Foot2.0 Encumbrance T1 misc tool [Unique] Nature While equipped: Stats +5 Lck defense ------ Defense +5 (+2 eff.) other ------- Disarm Traps +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
| On fingers | Xema the gold ring0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con offense ------ Damage +12% cold +12% fire defense ------ Resistance +3% nature +24% cold +3% darkness +24% fire Crit Resistance 15.00% Spell save +12 (+4 eff.) Mind save +3 (+1 eff.) Life +40.00 other ------- Max stamina +15.00 Rings make your fingers look great! |
| On fingers | copper ring 'Halelar'0.1 Encumbrance T1 ring jewelry [Rare] Nature While equipped: Stats +5 Wil offense ------ Damage +12% nature defense ------ Resistance +12% fire +24% nature +3% mind Blind Resist +20% Knockbk Resist +20% Rings make your fingers look great! |
| Around waist | rough leather belt of carrying1.0 Encumbrance T1 belt armor [Ego] Arcane While equipped: defense ------ Fatigue -4% other ------- Encumbrance +20 A belt that goes around your waist. |
| In main hand | Morrigor (50-70 power, 12 apr)3.0 Encumbrance T4 longsword 1H weapon [Unique] Arcane/Unknown Weapon Damage 50.0 - 70.0 Physical Uses 110% Mag, 60% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +12 Critical Rate +7.0% Attack Speed 100% On Hit: * deal 30.50 arcane and 35.22 darkness damage (based on Magic) in a radius 1 around the target On Kill: * swallows the victim's soul, gaining a new power While equipped: offense ------ Spell Crit +12% Spellpower +24 (+7 eff.) other ------- Talents +1 Soul Purge Blood Boil: Effective talent level: 3.0 Power cost 8 out of 8/8. Range melee/personal Cooldown: 8 Travel.spd instantaneous Is: a spell Description: Make the impure blood of all creatures around you in radius 10 boil. Each enemy afflicted by a disease, poison, or wound will have one removed at random dealing 167.59 blight damage, healing you for 48, and slowing them by 53% for 5 turns. The damage will increase with your Spellpower. This heavy, ridged blade emanates magical power, yet as you grasp the handle an icy chill runs its course through your spine. You feel the disembodied presence of all those slain by it. In unison, they demand company. |
| On hands | dwarven-steel gauntlets 'Arcpiercer' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Arcane While equipped: Stats +4 Cun +3 Mag offense ------ Damage +21% lightning Ignore resists +10% lightning +20% fire defense ------ Armor +2 Fatigue +3% Resistance +6% blight +15% fire +7% light +7% darkness other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Starfall: Puts all charms on 20 turn cooldown Effective talent level: 1.0 Power cost 20 out of 20/20. Range 6 Cooldown: 12 Travel.spd instantaneous Is: a spell Description: A star falls on a radius 1 area, doing 73.26 darkness damage on impact and stunning all within the area for 4 turns. The damage dealt will increase with your Spellpower. Metal gloves protecting the hands up to the middle of the lower arm. |
| Main armor | Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.0 Power cost 20 out of 30/30. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 66.68 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
| Cloak | Dourspiker the linen cloak (1 def, 6 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +9% blight +3% darkness +3% mind Ignore resists +10% blight On-Hit (Melee): * 10% chance to reduce damage dealt by 11% defense ------ Armor +6 Defense +1 (+0 eff.) Resistance +12% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+7 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Inventory
Primal Infusion (affinity 12%; reduction 2; dur 4; cd 18)0.1 Encumbrance infusion scroll [Unique] Nature When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 12% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
healing infusion of the psychic (heal 85; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 85 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the psychic (heal 86; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 86 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
healing infusion of the sneak (heal 83; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 83 then cleanse 1 wound, poison, and disease effect. 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. |
heroism infusion of the psychic (die at -223; dur 7; cd 32)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 32 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -223 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 446 life, 14 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. 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 |
heroism infusion of the titan (die at -376; dur 6; cd 28)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 28 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -376 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 752 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 400%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 153; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 153 life over 5 turns. 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. Press to compare to your current inscriptions |
regeneration infusion of the titan (heal 157; 16 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 157 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 473; 14 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 473 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
wild infusion (res 16%; magical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 10 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 16% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 16%; mental; dur 2; cd 13)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 13 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 16% for 2 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the warrior (res 31%; magical; dur 2; cd 11)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 11 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 31% 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. |
wild infusion of the wizard (res 31%; magical; dur 3; cd 10)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 10 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 31% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 33%; magical; dur 4; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 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 33% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 32%; mental; dur 3; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 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 32% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 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. |
Rune of the Rift (218.00 temporal damage, removed from time 4 turns)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Range 6 Cooldown: 14 Usage Speed: Spell (100% of a turn) Is: a spell Description: Inflicts 218.00 temporal damage. If your target survives, it will be sent 4 turns into the future. It will also lower your paradox by 25 (if you have any). Note that messing with the spacetime continuum may have unforeseen consequences. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 305; dur 3; cd 15)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 305 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the sneak (range 47; cd 11)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 11 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 47 with a minimum range of 15. 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. |
teleportation rune of the titan (range 49; cd 12)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 12 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 49 with a minimum range of 15. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Fanged Collar0.1 Encumbrance T2 amulet jewelry [Unique] Unknown While equipped: Stats +10 Cun -5 Wil defense ------ Resistance +15% blight +15% darkness +15% acid Physical save +15 (+8 eff.) Spell save +15 (+5 eff.) Mind save -7 (-4 eff.) Life +20.00 Try to not die... This strange creature seems to melt around your neck, keeping its mouth open just wide enough so that its teeth do not touch you. You suspect that in the case your head somehow goes missing, the creature is going to make itself at home in your neck stump. |
Morbusream the steel amulet0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +9% arcane When Hit 8 arcane defense ------ Resistance +5% arcane +3% nature +12% light +13% darkness Blind Resist +32% Amulets make your neck look great! |
Shard of Insanity0.1 Encumbrance T3 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +8 (+5 eff.) On-Hit 5% confusion Damage +25% mind Ignore resists +20% mind When Hit 5% confusion defense ------ Resistance -10% mind Mind save +35 (+14 eff.) Confus Resist -100% On Mind Hit: 8% Sunder Mind level 1 A deep red light glows from within this damaged amulet of black stone. When you touch it, you can hear voices whispering within your mind. |
copper amulet of cunning (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Cun Amulets make your neck look great! |
gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light 7 darkness Damage +7% light +7% darkness When Hit: * 7% chance to reduce damage dealt by 11% * 10% chance to blind Amulets make your neck look great! |
grounding steel amulet of mastery (0.11 Demented / Controlled horrors)0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Resistance +14% lightning Stun Resist +20% other ------- Masteries +0.11 Demented/Controlled horrors Amulets make your neck look great! |
savior's steel amulet of manastreaming0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +1 Mag offense ------ Spellpower/crit +3 defense ------ Physical save +13 (+7 eff.) Spell save +11 (+3 eff.) Mind save +12 (+6 eff.) other ------- Mana/turn +0.14 Max mana +21.00 Amulets make your neck look great! |
serendipitous steel amulet of murder0.1 Encumbrance T2 amulet jewelry [Ego++] Nature/Master While equipped: Stats +7 Lck offense ------ Critical power +10.00% Accuracy +12 (+6 eff.) Ignore Armor +10 defense ------ Defense +8 (+4 eff.) Resist unseen 11% Amulets make your neck look great! |
stabilizing steel amulet of strength (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +11% temporal Pinning Resist +20% Knockbk Resist +20% Amulets make your neck look great! |
Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-4 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
Morningrage the steel ring0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: offense ------ Damage +12% darkness +21% light On-Hit (Melee): * 10% chance to reduce all saves and defense by 12 defense ------ Resistance +15% fire +24% darkness +9% light Rings make your fingers look great! |
gold ring of luminosity0.1 Encumbrance T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Mag offense ------ On-Hit 13 light On-Ranged-Hit 21 light Damage +15% light Rings make your fingers look great! |
marksman's gold ring of sensing0.1 Encumbrance T3 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Dex offense ------ Accuracy +6 (+3 eff.) defense ------ Blind Resist +22% other ------- Infravision +4 See Stealth +13 See Invisibility +9 Rings make your fingers look great! |
mule's copper ring of corrosion (+22%)0.1 Encumbrance T1 ring jewelry [Ego] Nature/Master While equipped: offense ------ Damage +11% acid defense ------ Fatigue -4% Resistance +22% acid other ------- Encumbrance +20 Rings make your fingers look great! |
savior's copper ring of sensing0.1 Encumbrance T1 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +6 (+3 eff.) Spell save +7 (+2 eff.) Mind save +7 (+3 eff.) Blind Resist +21% other ------- Infravision +3 See Stealth +6 See Invisibility +5 Rings make your fingers look great! |
steel ring 'Stormsteel'0.1 Encumbrance T2 ring jewelry [Rare] Nature While equipped: offense ------ Physical Crit +1.0% Mind Crit +1% Physical Power +15 (+3 eff.) Damage +16% lightning +6% mind defense ------ Resistance +26% lightning Mind save +6 (+3 eff.) other ------- Stamina/turn +3.00 Rings make your fingers look great! |
Drake's Bane (45-68 power, 21 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Master Weapon Damage 45.0 - 67.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +21 Critical Rate +2.0% Attack Speed 100% Damage Against +25% Dragon While equipped: Stats +6 Str defense ------ Resist Against +25% Dragon Physical save +9 (+5 eff.) Stun Resist +20% Knockbk Resist +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
Stormfront (30-45 power, 15 apr)3.0 Encumbrance T2 battleaxe 2H weapon [Unique] Nature Weapon Damage 30.0 - 45.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +15 Critical Rate +5.0% Attack Speed 100% On-hit +15 lightning +15 cold On Critical: * inflicts either shocked or wet, chosen at random While equipped: offense ------ Damage +12% lightning +12% cold The blade glows faintly blue, and reflects a sky full of stormy clouds. |
Poltergeist's Tirakai's Maul (44-57 power, 9 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 44.0 - 57.2 Lightning Uses 60% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +10.0% Attack Speed 100% On-crit, radius 2 +36 dazing lightning While equipped: Stats +6 Dex +6 Cun +6 Mag offense ------ Damage +12% lightning defense ------ Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Lapis lazuli: Lightning Imbue the hammer with a gem of your choice. Uses 10 power out of 10/10 This massive hammer is formed from a thick mass of strange crystalline growths. In the side of the hammer itself you see an empty slot; it looks like a gem of your own could easily fit inside it. |
Spellcrusher (32-48 power, 4 apr)5.0 Encumbrance T2 greatmaul 2H weapon [Unique] Nature/Disrupt Weapon Damage 32.0 - 48.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +4.0% Attack Speed 100% On-hit +20 nature On Hit: * 50% chance to shatter magical shields While equipped: Stats +6 Con offense ------ Damage +25% nature defense ------ Spell save +15 (+5 eff.) This large steel greatmaul has thick vines wrapped around the handle. |
acidic iron greatmaul of daylight (18-27 power, 1 apr)5.0 Encumbrance T1 greatmaul 2H weapon [Ego] Arcane Weapon Damage 18.0 - 27.0 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +1 Critical Rate +0.5% Attack Speed 100% On-hit +9 light Damage Against +7% Undead On Critical: * Splash the target with acid dealing 150 damage over 5 turns and reducing armor and accuracy by 19 Massive two-handed mauls. |
Spectral Blade (26-42 power, 25 apr)0.1 Encumbrance T2 greatsword 2H weapon [Unique] Arcane/Master Weapon Damage 26.0 - 41.6 Physical Uses 60% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +25 Critical Rate +3.0% Attack Speed 111% On-hit +15 arcane On-crit, radius 2 +30 arcane silence While equipped: offense ------ Spellpower +5 (+1 eff.) other ------- Mana/turn +0.50 See Invisibility +10 Blind-Fight: No penalty when attacking invisible/stealthed This sword appears weightless, and nearly invisible. |
flaming steel greatsword of shearing (27-43 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane/Master Weapon Damage 27.0 - 43.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-Hit, radius 1 +13 fire While equipped: offense ------ Ignore resists +7% all Accuracy +7 (+4 eff.) Ignore Armor +9 Massive two-handed swords. |
stralite greatsword (46-74 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon [Normal] Weapon Damage 46.0 - 73.6 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% Massive two-handed swords. |
Surefire4.0 Encumbrance T1 longbow 2H weapon Reqs Dex 18 Shoot [Unique] Master Weapon Damage 0.0 - 0.0 Physical Uses 50% Mag Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 105% Range +9 While equipped: Stats +3 Dex offense ------ Physical Crit +5.0% Damage +5% physical Accuracy +12 (+6 eff.) This tightly strung bow appears to have been crafted by someone of considerable talent. When you pull the string, you feel incredible power behind it. |
Perseverance (31-43 power, 9 apr)3.0 Encumbrance T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Weapon Damage 31.0 - 43.4 Physical Uses 20% Wil, 50% Mag, 90% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +9 Critical Rate +12.0% Attack Speed 100% On-hit +15 manaburn arcane On Critical: * restore 7 stamina and equilibrium While equipped: defense ------ Spell save +18 (+6 eff.) Confus Resist +30% Stun Resist +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
iron longsword (13-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Normal] Weapon Damage 13.0 - 18.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% Sharp, long, and deadly. |
thought-forged steel longsword of massacre (21-29 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon [Ego] Master/Psionic Weapon Damage 21.0 - 29.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On-hit +6 mind On Hit: * 10% chance to reduce all saves and defense by 12 While equipped: Stats +3 Cun +3 Wil Sharp, long, and deadly. |
Eye of Summer (8-9 power, 18 apr, fire damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 18 [Unique] Nature Nature requires balance in these matters. Weapon Damage 8.0 - 8.8 Fire Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +5.0% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+5 eff.) Global Speed +5% Damage +10% fire Ignore resists +10% fire defense ------ Resistance -10% cold On Mind Hit: 10% Flame Fury level 2 This mindstar glows with a bright warm light, but seems somehow incomplete. |
Psionic Fury (12-13 power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Unique] Nature/Psionic Weapon Damage 12.0 - 13.2 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+6 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 83.02 mind damage (based on Willpower) to all within radius 5. Uses 40 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
thorny mindstar 'Ulegen' (8-9 power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Weapon Damage 8.0 - 8.8 Nature Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +8 Str +5 Dex +6 Mag +5 Wil +9 Cun +3 Con offense ------ Mind Crit +3% Mindpower +6 (+4 eff.) On-Hit 13 lightning Damage +6% lightning +14% mind +13% darkness Ignore resists +12% lightning +10% mind +11% darkness defense ------ Resistance +10% lightning Life +28.00 Life Regen +1.30 other ------- Max hate +5.00 Infravision +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Bolbum's Big Knocker (64-77 power, 10 apr, physical element)5.0 Encumbrance T3 staff 2H weapon [Unique] Arcane Weapon Damage 64.0 - 76.8 Physical Uses 190% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +10 Attack Speed 100% On-hit +10% confusion While equipped: offense ------ Spell Crit +18% Spellpower +12 (+4 eff.) Damage +20% physical Accuracy +7 (+4 eff.) other ------- Masteries +0.20 Spell/Staff combat Channel Staff: Effective talent level: 2.0 Power cost 9 out of 20/20. Range 8 Travel.spd 2000% of base Is: a spell Description: Channel raw mana through your staff, projecting a bolt of your staff's damage type, doing 84% staff damage. The bolt will only hurt hostile targets, and pass safely through friendly ones. This attack always has a 100% chance to hit, and ignores the target's Armour. When projecting a bolt with your staff its damage modifier is increased by 20%. A thick staff with a heavy knob on the end. It was said to be used by the grand alchemist Bolbum in the Age of Allure. Much renowned is the fear of his students for their master, and the high rate of cranial injuries amongst them. Bolbum died with seven daggers in his back and his much-cursed staff went missing after. |
Poltergeist's Penitence (15-18 power, 4 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Unique] Arcane/Nature Weapon Damage 15.0 - 18.0 Nature Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Attack Speed 100% While equipped: offense ------ Physical Crit +2.0% Spell Crit +12% Mind Crit +2% Spellpower +15 (+5 eff.) Damage +4% all defense ------ Resistance +30% blight +30% physical Affinity +20% physical Spell save +15 (+5 eff.) other ------- Talents +1 Command Staff Cure up to 5 diseases or poisons (based on Magic). Uses 10 power out of 60/60 A powerful staff sent in secret to Angolwen by the Shaloren, to aid their fighting of the plagues following the Spellblaze. Its power is not to harm, but to heal and protect. |
infernal ash starstaff of wizardry (15-18 power, 3 apr, physical element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 15.0 - 18.0 Physical Uses 130% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +1 Mag +2 Wil offense ------ Spell Crit +2% Critical power +15.00% Spellpower +14 (+4 eff.) On-Hit 17 fire Damage +15% physical defense ------ Disease Resist +15% other ------- Max mana +24.00 See Invisibility +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. It was changed by the digestive sack. |
River's Fury (23-32 power, 8 apr)3.0 Encumbrance T1 trident 2H weapon [Unique] Arcane Weapon Damage 23.0 - 32.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +8 Critical Rate +5.0% Attack Speed 100% On-hit +15 cold While equipped: offense ------ Spellpower +10 (+3 eff.) Move Speed +10% Damage +10% cold Accuracy +10 (+5 eff.) defense ------ Resistance +10% cold On Spell Hit: 20% Glacial Vapour level 1 Tidal Wave: Effective talent level: 1.0 Power cost 80 out of 80/80. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 3, doing 15.92 cold damage and 15.64 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 4 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. This gorgeous and ornate trident was wielded by Lady Nashva, and when you hold it, you can faintly hear the roar of a rushing river. |
Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon Reqs Dex 15 [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+4 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 21.85 to 65.54 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
Elenygrim the Chillbrace (7 def, 4 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Damage +3% cold When Hit 8 cold defense ------ Armor +4 Defense +7 (+3 eff.) Physical save +7 (+4 eff.) Healmod +5% Confus Resist +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Shadepower the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +6 Wil offense ------ Mind Crit +5% Ignore resists +5% darkness Ignore Shields +10% When Hit 8 arcane defense ------ Defense +2 (+1 eff.) other ------- Max mana +100.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping linen cloak of battle (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: offense ------ Physical Crit +2.0% Physical Power +1 (+0 eff.) defense ------ Defense +7 (+3 eff.) Fatigue -3% Physical save +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's cashmere cloak of sorcery (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +2 Dex +3 Mag +3 Wil +2 Cun offense ------ Spell Crit +5% Accuracy +5 (+3 eff.) Ignore Armor +5 defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
resilient linen cloak of Eldoral (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Nature/Master While equipped: Stats +2 Cun +2 Dex defense ------ Defense +1 (+0 eff.) Life +30.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Bikini (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] While equipped: defense ------ Resistance +7% all Revealing, pink, fun. If you never take it off and win you will gain a neat achievement and bragging rights! |
Camaromigen the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane While equipped: Stats +6 Wil +4 Mag offense ------ Spell Crit +3% Critical power +10.00% Spellpower +3 (+1 eff.) Damage +12% darkness +14% temporal +7% arcane +7% physical Ignore resists +6% temporal +7% physical defense ------ Resistance +18% darkness +9% all Anomaly Control +8 other ------- Psi when Hit +0.08 Max mana +10.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +7% blight +11% all Life +50.00 Life Regen +3.20 Healmod +15% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour)2.0 Encumbrance T2 feet armor [Unique] Master While equipped: Stats +3 Cun defense ------ Armor +1 Defense +2 (+1 eff.) Fatigue +2% other ------- Masteries +0.20 Cunning/Survival Boost speed by 28% (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. |
Glimmerwhisper (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +3% light Ignore resists +20% light When Hit 8 cold defense ------ Armor +3 Resistance +3% temporal +6% fire +5% arcane +11% cold A pair of boots made of leather. |
Icebraid (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Cun +2 Con defense ------ Armor +1 Resistance +6% cold Crit Resistance 15.00% Physical save +11 (+6 eff.) Mind save +10 (+5 eff.) other ------- Infravision +1 See Invisibility +6 A pair of boots made of leather. |
Noonwilter (0 def, 8 armour)3.0 Encumbrance T3 feet armor [Random Unique] Nature/Master While equipped: offense ------ Move Speed +10% Damage +9% cold defense ------ Armor +8 Fatigue -8% Resistance +3% light Physical save +5 (+3 eff.) Life +46.00 other ------- Encumbrance +25 Stamina/turn +0.40 Light +3 Infravision +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
insulating pair of rough leather boots of evasion (4 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: defense ------ Armor +1 Defense +4 (+2 eff.) Resistance +6% fire +6% cold Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 19 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 9 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. A pair of boots made of leather. |
pair of iron boots of tirelessness (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +3 Fatigue +2% other ------- Stamina/turn +0.30 Max stamina +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 other ------- Stamina/turn +0.30 Max stamina +11.00 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+2 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Aladig the Lustrepassion (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +2 Dex +1 Mag +1 Wil +3 Cun offense ------ Ignore Armor +4 defense ------ Armor +3 Fatigue +5% Resistance +6% light other ------- See Invisibility +15 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Cleansekill the rough leather cap (10 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +3 (+2 eff.) defense ------ Armor +1 Defense +10 (+5 eff.) Fatigue +1% Resistance +3% acid +3% nature Unlife -20.00 life Disarm Resist +20% A cap made of leather. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego] Master While equipped: Stats +3 Con defense ------ Armor +1 Fatigue +1% Resistance +6% fire +6% cold A cap made of leather. |
shielding cashmere wizard hat of decomposition (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +4 Mag defense ------ Defense +2 (+1 eff.) Resistance +4% lightning +4% temporal +3% light +4% fire +4% nature +6% acid +4% blight +4% cold +4% darkness Spell save +9 (+3 eff.) A pointy cloth hat, very wizardly... |
Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+4 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo Reqs Dex 18 [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 70% Dex, 50% Mag, 50% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
quiver of yew arrows 'Rainpower' (16/16, 48-68 power, 10 apr)3.0 Encumbrance T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master Weapon Damage 48.5 - 67.9 Physical Uses 50% Str, 50% Mag, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +19.0% Capacity 16 Ignore Shields +20% On-ranged-hit +20 cold On-Hit, radius 1 +8 cold On-crit, radius 2 +20 cold On Hit: * Create an explosion dealing 103 fire damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% Arrows are used with bows to pierce your foes to death. |
8 agate0.0 Encumbrance 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. |
2 onyx0.0 Encumbrance 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. |
19 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+2 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical 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. |
29 opal0.0 Encumbrance 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. |
21 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+1 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical 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. |
woodsman's iron pickaxe (dig speed 39 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +10% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
3 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
16 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+1 eff.) Spell save +2 (+0 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 Encumbrance 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. |
Dralakan the brass lantern2.0 Encumbrance T1 lite [Rare] Nature While equipped: Stats +4 Str +3 Mag +1 Cun +2 Con offense ------ On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Resistance +7% blight Life Regen +3.00 other ------- Light +3 See Invisibility +12 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. |
1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.0 Power cost 25 out of 25/25. Range 5 Cooldown: 12 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 125.79 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 125.79 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. |
Treeravager the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Nature While equipped: Stats +3 Con offense ------ Damage +6% nature Ignore resists +10% mind When Hit 2 nature 4 cold On-Hit (Melee): * 20% chance to reduce all saves and defense by 12 defense ------ Resistance +7% blight +12% mind Life Regen +3.00 other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
brass lantern 'Scorchraze'2.0 Encumbrance T1 lite [Rare] Arcane While equipped: offense ------ Ignore resists +5% fire When Hit 15 fire On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +6% fire Crit Resistance 15.00% other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +44.00 other ------- Light +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. |
survivor's alchemist's lamp of focus1.0 Encumbrance T3 lite [Ego] Nature/Psionic While equipped: Stats +4 Wil offense ------ Damage +7% mind defense ------ Physical save +8 (+4 eff.) Healmod +12% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
survivor's brass lantern2.0 Encumbrance T1 lite [Ego] Nature While equipped: defense ------ Physical save +5 (+3 eff.) Healmod +11% other ------- 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. |
watchleader's alchemist's lamp of the zealot1.0 Encumbrance T3 lite [Ego++] Disrupt/Master While equipped: defense ------ Resistance +3% all Spell save +6 (+2 eff.) Blind Resist +33% Confus Resist +16% other ------- Light +8 See Stealth +5 See Invisibility +5 Track: Puts all charms on 40 turn cooldown Effective talent level: 3.9 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 15 for 7 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 Encumbrance T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil offense ------ Mindpower +5 (+3 eff.) defense ------ Mind save +10 (+5 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Effective talent level: 3.0 Power cost 20 out of 25/25. Range 7 Cooldown: 6 Travel.spd instantaneous Is: a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 5 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Imp Claw2.0 Encumbrance T1 misc tool [Unique] Arcane While equipped: other ------- Light +1 See Stealth +10 Flame: Effective talent level: 2.0 Power cost 9 out of 9/9. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: a spell Description: Conjures up a bolt of fire, setting the target ablaze and doing 164.37 fire damage over 3 turns. At level 5, it will create a beam of flames. The damage will increase with your Spellpower. The battered remains of a flame imp's hand. It still burns with that unnatural flame. |
Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1)2.0 Encumbrance 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 Encumbrance 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. |
Charstone the ash totem of healing [power 218] (15 cooldown)2.0 Encumbrance T2 totem charm [Rare] Nature While equipped: offense ------ Damage +6% fire defense ------ Armor +8 Resistance +12% darkness +3% physical Unlife -60.00 life Confus Resist +20% Heal yourself and all friendly characters within 10 spaces for 218 Puts all charms on 15 turn cooldown 100% to increase all damage by 18% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
25 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
elm wand of conjuration 'Belytha' [power 105] (15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +3 Cun +3 Mag defense ------ Resistance +9% mind +3% lightning Life +20.00 Fire a magical bolt dealing 105 acid damage Puts all charms on 15 turn cooldown 100% to gain a 10% 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. |
focusing elm wand of lightning storm [power 116] (15 cooldown)2.0 Encumbrance T1 wand charm [Ego+] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 28 lightning damage and will be dazed for 1 turn (140 total damage) Puts all charms on 15 turn cooldown 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
3 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
11 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
A different point of view
Learned the five chapters of Orc history through loremaster Hadak's tales.By Camilla I the Ogre Writhing One level 25
27th Regrowth 123rd year of Ascendancy at 21:38 see stats
Curse Lifter
Killed Ben Cruthdar the Cursed.By Camilla I the Ogre Writhing One level 9
22nd Dusk 122nd year of Ascendancy at 01:18 see stats
Earth Master
Killed Harkor'Zun.By Camilla I the Ogre Writhing One level 20
67th Haze 122nd year of Ascendancy at 03:34 see stats
Exterminator
Killed 1000 creatures.By Camilla I the Ogre Writhing One level 18
57th Haze 122nd year of Ascendancy at 15:11 see stats
Home sweet home
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Camilla I the Ogre Writhing One level 19
60th Haze 122nd year of Ascendancy at 06:53 see stats
Level 10
Got a character to level 10.By Camilla I the Ogre Writhing One level 10
12nd Haze 122nd year of Ascendancy at 03:48 see stats
Level 20
Got a character to level 20.By Camilla I the Ogre Writhing One level 20
65th Haze 122nd year of Ascendancy at 08:35 see stats
Poisonous
Sided with the assassin lord.By Camilla I the Ogre Writhing One level 23
3rd Allure 123rd year of Ascendancy at 21:36 see stats
Size matters
Did over 600 damage in one attack.By Camilla I the Ogre Writhing One level 21
68th Haze 122nd year of Ascendancy at 20:41 see stats
The Arena
Unlocked Arena mode.By Camilla I the Ogre Writhing One level 5
77th Pyre 122nd year of Ascendancy at 10:11 see stats
The Legend of Garkul
Learned the five chapters of the Legend of Garkul.By Camilla I the Ogre Writhing One level 25
27th Regrowth 123rd year of Ascendancy at 21:38 see stats
The secret city
Discovered the truth about mages.By Camilla I the Ogre Writhing One level 9
10th Mirth 122nd year of Ascendancy at 09:41 see stats
The sky is falling!
Saw a huge meteor falling from the sky.By Camilla I the Ogre Writhing One level 18
56th Haze 122nd year of Ascendancy at 03:55 see stats
Treasure Hunter
Amassed 1000 gold pieces.By Camilla I the Ogre Writhing One level 17
55th Haze 122nd year of Ascendancy at 23:30 see stats
Log
The shield around Camilla I crumbles.
Camilla I has temporarily forgotten Pustulent Fulmination for 2 turns!
Mean looking elven guard hits Camilla I for (12 absorbed), 43 physical (43 total damage).
Camilla I hits Mean looking elven guard for 232 physical, 16 light, 30 arcane (278 total damage).
Camilla I killed Mean looking elven guard!
Talent Infusion: Regeneration is ready to use.
Talent Pustulent Fulmination is ready to use.
Your constrict target has disappeared!
Camilla I deactivates Constrict.
Camilla I casts a protective shield just in time!
Your premonition allows you to raise a shield just in time!
Something hits Camilla I for 138 lightning damage.
Talent Shed Skin is ready to use.
Elven cultist casts Soul Rot.
Elven blood mage receives 42 healing from Elven blood mage's Blood Grasp.
Elven blood mage's Blood Grasp hits Camilla I for 168 blight damage.
Elven tempest casts Timeless.
Elven blood mage casts Timeless.
Camilla I uses Infusion: Regeneration.
Camilla I starts regenerating health quickly.
Elven tempest casts Lightning.
Elven blood mage casts Drain.
Elven blood mage hits Camilla I for 156 blight damage.
Elven tempest hits Camilla I for 131 lightning damage.
Elven cultist's Soul Rot hits Camilla I for 179 blight damage.
Camilla I the level 26 ogre writhing one was infected to death by an elven cultist on level 4 of Dark crypt.




































































































































