Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | UI Pack: Plumpkins! 1.6.0Cosmetic pack! Patrol Gold 1.7.6--- DESCRIPTION --- This addon makes enemies in the world map patrol drop a fair amount of gold. Every enemy generated via a world map ambush will drop ten instances of gold, averaging around one gold per instance. If used with the Spells Merchants addon by Akaviriblade, it adds a way to "grind" the patrols for gold so you can buy stat points and whatnot. It should work with every mod, but please let me know if you get a compatibility error! :) --- INSTALLATION --- 1) Download the file 2) Move it inside /(Your Game Directory)/game/addons 3) Launch Tales of Maj'Eyal 4) On the main menu select "Addons" 5) Find "Patrol Gold" and ensure it's active --- COMPATIBILITY --- Not compatible with mods that change data/general/npcs/humanoid_random_boss.lua Updated to work for 1.7.6 Items Vault 1.7.6Donators/Buyers bonus! 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. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. 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.
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:
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:
Resourceful Wanderers 1.7.6Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well. These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order. Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description. Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else. Spell Merchants 1.7.6
This Mod adds: 12 Merchants that will sell all Talents, as well as Class, Stat, Category & Prodigy points! A Master jeweler that will Imbue Jewelry, Armor & Weapons! 3 Unique Dungeons and 8 Unique Bosses!
There are 14 talent trees (273 talents) available for purchase:Celestial, Chronomancy, Corruptions, Cunning, Cursed, Gifts, Psionic, Spells, Techniques, Demented, Steamtech, Annihilator & Technomancer!
4 character point types:Stat, Class, Category & Prodigy points for sale!
Master jeweler:Imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you [strike] want [/strike] can afford!
New Dungeons:3 new dungeons have been added to the world map [with more to come] (Blood Soaked Ruins, Infested Ruins & Road to Derth) these dungeons will have unique boss and lore spawns.
New Bosses:There are 8 new bosses that will spawn in the new dungeons (they will also spawn in Infinite Dungeon) *Bosses will drop gold on death*
1. Please note you will need to start a new game for the new Merchants/ Dungeons to appear.2. Dialog to purchase spells wont appear unless you have the required amount of gold. 3. DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired. 4. Will conflict with any mods that change the world map file (eyal.lua) *The only currently known conficting mod* is \"Extra Dungeons\" If you like this addon please show your support by hitting that thumbs up button! I've currently spent 200+ hrs making this mod. Positive acknowledgement is much appreciated! If you dislike the mod please comment so I can understand why and possibly make improvements.
If you like this addon please consider rating it :) 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: Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Cornac |
Class | Doombringer |
Level / Exp | 27 / 77% |
Size | medium |
Lifes / Deaths | Killed by Edelein the giant at level 14 on the 54th Haze 122nd year of Ascendancy at 04:28 0 / 8Killed by worm that walks at level 17 on the 29th Pyre 123rd year of Ascendancy at 13:26 Killed by Buzz at level 20 on the 73rd Pyre 123rd year of Ascendancy at 12:02 Killed by Larriek the dwarf at level 21 on the 13rd Dusk 123rd year of Ascendancy at 07:03 Killed by elven cultist at level 25 on the 76th Dusk 123rd year of Ascendancy at 07:25 Killed by elven corruptor at level 25 on the 76th Dusk 123rd year of Ascendancy at 09:06 Killed by Vorimirin the Guardian at level 27 on the 30th Haze 123rd year of Ascendancy at 14:37 Killed by Grand Corruptor at level 27 on the 40th Haze 123rd year of Ascendancy at 00:17 |
Primary Stats
Strength | 68 (base 58) |
Dexterity | 16 (base 10) |
Constitution | 22 (base 12) |
Magic | 75 (base 52) |
Willpower | 36 (base 10) |
Cunning | 43 (base 11) |
Resources
Life | -71/745 |
Steam | 100/100 |
Stamina | 210/240 |
Vim | 0/244 |
Healing Factor | 1.2524166372473 |
Regeneration | 4.3552057322624 |
Speed
Mental | +4.4408920985006E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 6 |
Infravision | 6 |
See Stealth | 10 |
See Invisible | 10 |
Offense: Mainhand
Damage | 184 |
Accuracy | 45 |
Crit Chance | 27% |
APR | 40 |
Speed | 1.00 |
Offense: Spell
Spellpower | 57 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 44 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Nature | +12% |
Light | +24% |
Mind | +15% |
Blight | +11% |
Arcane | +11% |
Fire | +54% |
All | +6% |
Offense: Damage Penetration
Acid | +15% |
Light | +20% |
Nature | +10% |
Fire | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 60.723073231957 (100%) |
Defense | 28 |
Ranged Defense | 28 |
Fatigue | 32 |
Physical Save | 31 |
Spell Save | 29 |
Mental Save | 37 |
Defense: Resistances
Acid | + 21%( 70%) |
Blight | + 20%( 70%) |
Arcane | + 10%( 70%) |
Cold | + 20%( 70%) |
All | 0%( 70%) |
Lightning | + 32%( 70%) |
Light | + 3%( 70%) |
Physical | + 3%( 70%) |
Fire | + 36%( 70%) |
Nature | + 20%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Stun Resistance | 54% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 455 life over 5 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 616% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 50 then cleanse 1 wound, poison, and disease effect. |
Class Talents
Corruption / Wrath | 1.30 |
| 1/5 |
| 2/5 |
| 3/5 |
| 5/5 |
Corruption / Shadowflame | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Torture | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Combat veteran | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Heart of Fire | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Corruption / Brutality | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Corruption / Fearfire | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Wild-gift / Fungus | 1.00 |
| 1/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Demonic strength | 1.30 |
| 1/5 |
| 1/5 |
| 5/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 5/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Oppression | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 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 grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)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 Strength by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 4 of Old Forest. Escort: lost tinker (level 4 of Old Forest)As a reward you improved Cunning by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: temporal explorer (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 ice dragon that dwelled there. | done |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. The fortress's current energy level is: 8. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of fire wyrm saliva. * You've found the needed minotaur nose. * You've found the needed pouch of faeros ash. 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 length of troll intestine. * You've found the needed bear paw. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * You've found the needed chunk of ghoul flesh. * You've found the needed pouch of luminous horror dust. 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 wretchling eyeball. * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | 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 | pair of rough leather boots of rushing (0 def, 1 armour) pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego+] Master While equipped: Stats +2 Str +3 Con defense ------ Armor +1 Rush: Puts all charms on 25 turn cooldown Effective talent level: 3.9 Power cost 25 out of 25/25. Range 9 Cooldown: 22 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. A pair of boots made of leather. |
Light source | Planar Beacon Planar Beacon1.0 Encumbrance lite [Unique] Arcane While equipped: other ------- Light +3 Fearscape Shift: Effective talent level: 2.6 Power cost 25 out of 10/25. Range 6 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 205.53 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 205.53 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. |
On head | Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour) 3.0 Encumbrance T2 head armor [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% other ------- Infravision +6 Sight +1 See Stealth +10 See Invisibility +10 Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
Tool | Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
On fingers | solipsist's gold ring of fire (+30%) solipsist's gold ring of fire (+30%)0.1 Encumbrance T3 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +6 Wil offense ------ Mindpower +7 (+3 eff.) Damage +15% fire defense ------ Resistance +30% fire Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Stats +3 Str +1 Mag +1 Wil +3 Cun offense ------ Accuracy +20 (+7 eff.) Ignore Armor +16 defense ------ Armor +6 Defense +17 (+9 eff.) Resistance +3% light other ------- Light +3 Can be unequipped or rerolled. 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 Puts all charms on 1 turn cooldown "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? |
Around waist | Girdle of the Calm Waters Girdle of the Calm Waters1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In main hand | Tirakai's Maul (154% power, 9 apr) Tirakai's Maul (154% power, 9 apr)5.0 Encumbrance T3 greatmaul 2H weapon [Unique] Arcane Weapon Damage 155% Range: 1.0x-1.3x Uses 60% Mag, 120% Str Damage Fire 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 flameshock While equipped: Stats +6 Dex +6 Cun +6 Mag offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all +12% fire Garnet: Fire 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. |
On hands | Kindlewreath (0 def, 3 armour) Kindlewreath (0 def, 3 armour)1.5 Encumbrance T4 hands armor [Rare] Arcane While equipped: Stats +6 Mag +7 Wil offense ------ Spellpower +12 (+4 eff.) On-Hit 13 arcane Damage +21% fire +5% arcane +15% light Ignore resists +20% light +15% fire When Hit 6 lightning defense ------ Armor +3 Fatigue +5% Resistance +10% arcane +6% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | Shadowbright of the Blightspawn (14 def, 21 armour) Shadowbright of the Blightspawn (14 def, 21 armour)17.0 Encumbrance T3 massive armor [Random Unique] Master/Psionic While equipped: Stats +6 Cun offense ------ When Hit 4 physical When Hit: * 20% chance to reduce strength, dexterity, and constitution by 27 * 20% chance to reduce damage dealt by 23% defense ------ Armor +21 Defense +14 (+7 eff.) Fatigue +22% Resistance +18% lightning +3% physical Mind save +28 (+10 eff.) other ------- Stamina/turn +3.00 A suit of armour made of metal plates. |
Cloak | Hanedonik (2 def, 0 armour) Hanedonik (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Rare] Psionic While equipped: Stats +4 Cun +8 Wil offense ------ Mind Crit +6% Mindpower +25 (+9 eff.) Damage +9% mind Ignore resists +15% acid defense ------ Defense +2 (+1 eff.) Resistance +21% acid A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Filthhunt the steel amulet Filthhunt the steel amulet0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +3 Cun +4 Con offense ------ Damage +3% light +6% nature Ignore resists +10% nature On-Hit (Melee): * 20% chance to slow global speed by 55% defense ------ Resistance +14% lightning Stun Resist +24% other ------- Light +1 Amulets make your neck look great! |
Inventory
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+2 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invisibility +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... |
cleansing steel amulet cleansing steel amulet0.1 Encumbrance T2 amulet jewelry [Ego] Disrupt While equipped: defense ------ Resistance +14% nature +10% blight Poison Resist +25% Disease Resist +20% Amulets make your neck look great! |
gold amulet 'Earthwinnow' gold amulet 'Earthwinnow'0.1 Encumbrance T3 amulet jewelry [Rare] Master While equipped: Stats +7 Wil +2 Con defense ------ Fatigue -7% Resistance +12% nature Crit Resistance 15.00% Life Regen +3.00 Amulets make your neck look great! |
gold amulet of the eclipse gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 7 light 9 darkness Damage +8% light +8% darkness When Hit: * 5% chance to reduce damage dealt by 23% * 7% chance to blind Amulets make your neck look great! |
serendipitous steel amulet of mastery (0.14 Technique / Combat veteran) serendipitous steel amulet of mastery (0.14 Technique / Combat veteran)0.1 Encumbrance T2 amulet jewelry [Ego+] Nature/Master While equipped: Stats +5 Lck offense ------ Accuracy +5 (+2 eff.) defense ------ Defense +7 (+4 eff.) Resist unseen 12% other ------- Masteries +0.14 Technique/Combat veteran Amulets make your neck look great! |
gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +7 Cun +3 Con offense ------ On-Hit 22 physical On-Ranged-Hit 23 physical Damage +6% cold Ignore resists +25% cold +10% temporal On-Hit (Melee): * 11% chance to reduce all saves and defense by 28 * 20% chance to gain 10% of a turn (3/turn limit) On-Hit (Ranged): * 13% chance to reduce all saves and defense by 28 defense ------ Spell save +12 (+6 eff.) Mind save +10 (+4 eff.) Confus Resist +36% Stun Resist +30% other ------- Hate-on-crit +2.00 Max stamina +22.00 Max hate +8.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 4.0 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 63%. Rings make your fingers look great! |
solipsist's copper ring solipsist's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil offense ------ Mindpower +5 (+2 eff.) Rings make your fingers look great! |
titan's steel ring of fire (+22%) titan's steel ring of fire (+22%)0.1 Encumbrance T2 ring jewelry [Ego] Nature While equipped: Stats +3 Con offense ------ Damage +11% fire defense ------ Resistance +22% fire Physical save +6 (+3 eff.) Rings make your fingers look great! |
treant's steel ring treant's steel ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Resistance +6% nature +6% blight Poison Resist +12% Disease Resist +11% Rings make your fingers look great! |
warrior's copper ring warrior's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: Stats +3 Str defense ------ Armor +6 Rings make your fingers look great! |
enhanced iron battleaxe (112% power, 1 apr) enhanced iron battleaxe (112% power, 1 apr)3.0 Encumbrance T1 battleaxe 2H weapon [Ego+] Nature Weapon Damage 112% Range: 1.0x-1.5x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +1 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +6 Str +6 Dex +5 Mag +6 Wil +5 Cun +6 Con Massive two-handed battleaxes. |
Dagger of the Past (129% power, 20 apr) Dagger of the Past (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Dex 24 [Unique] Arcane Potentially it would go with a sword in the future. Weapon Damage 129% Range: 1.0x-1.3x Uses 100% Mag, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +20.0% Attack Speed 111% On-hit +5 temporal Damage Conversion 30% temporal While equipped: offense ------ Move Speed +20% Damage +5% temporal defense ------ Defense +10 (+5 eff.) Spell save +10 (+5 eff.) Out-of-Phase Defense +10 Out-of-Phase Resistance +5% Out-of-Phase Resilience +15% other ------- Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the opportunity to learn from the mistakes of the past. |
iron greatsword (117% power, 1 apr) iron greatsword (117% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Normal] Weapon Damage 117% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% Massive two-handed swords. |
steel greatsword of corruption (131% power, 2 apr) steel greatsword of corruption (131% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon [Ego+] Arcane Weapon Damage 131% Range: 1.0x-1.6x Uses 50% Mag, 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On Hit: 20% Curse of Vulnerability level 2 Massive two-handed swords. |
truestriking dwarven-steel longsword of enduring (124% power, 4 apr) truestriking dwarven-steel longsword of enduring (124% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Ego++] Nature/Master Weapon Damage 124% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: Stats +9 Con +7 Wil offense ------ Ignore resists +8% physical Accuracy +11 (+4 eff.) Ignore Armor +8 defense ------ Life +17.00 Sharp, long, and deadly. |
Nature's Vengeance (150% power, 4 apr) Nature's Vengeance (150% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Unique] Nature/Disrupt Weapon Damage 150% Range: 1.0x-1.4x Uses 50% Mag, 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +9.0% Attack Speed 100% On-hit +10 silence +18 nature While equipped: offense ------ Accuracy +6 (+2 eff.) Rush: Effective talent level: 3.9 Power cost 15 out of 25/25. Range 9 Cooldown: 22 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. This thick-set mace was used by the Spellhunter Vorlan, who crafted it from the wood of an ancient oak that was uprooted during the Spellblaze. Many were the wizards and witches felled by this weapon, brought to justice for the crimes they committed against nature. |
infernal ash starstaff of wizardry (111% power, 3 apr, temporal element) infernal ash starstaff of wizardry (111% power, 3 apr, temporal element)5.0 Encumbrance T2 staff 2H weapon [Ego++] Arcane Weapon Damage 111% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: Stats +3 Mag +1 Wil offense ------ Spell Crit +2% Critical power +20.00% Spellpower +14 (+4 eff.) On-Hit 15 fire Damage +15% temporal other ------- Max mana +45.00 See Invisibility +7 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent yew magestaff of might (132% power, 4 apr, lightning element) potent yew magestaff of might (132% power, 4 apr, lightning element)5.0 Encumbrance T3 staff 2H weapon [Ego] Arcane Weapon Damage 132% Range: 1.0x-1.2x Uses 130% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +10% Spellpower +12 (+4 eff.) Damage +27% lightning other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
murderer's linen cloak of backstabbing (1 def, 0 armour) murderer's linen cloak of backstabbing (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego++] Master While equipped: Stats +2 Cun +2 Dex offense ------ Critical power +10.00% Accuracy +10 (+4 eff.) Ignore Armor +9 defense ------ Defense +1 (+1 eff.) Stealth +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. This object's appearance was changed to kruk cloak of fog. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +6% blight +9% all Life +40.00 Life Regen +1.90 Healmod +12% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Wanderer's Rest (4 def, 0 armour) Wanderer's Rest (4 def, 0 armour)0.0 Encumbrance T3 feet armor [Unique] Psionic While equipped: Stats +3 Dex offense ------ Move Speed +10% defense ------ Defense +4 (+2 eff.) Fatigue -10% Resistance +5% physical Pinning Resist +100% other ------- Masteries +0.20 Psionic/Augmented mobility Telekinetic Leap: Effective talent level: 3.0 Power cost 20 out of 20/20. Range 5 Cooldown: 15 Travel.spd instantaneous Is: a mind power Description: You perform a precise, telekinetically-enhanced leap, landing up to 5 squares from your starting point. These boots feel nearly completely weightless. Touching them, you feel an enormous burden lifted from you. |
miner's pair of dwarven-steel boots of massiveness (0 def, 7 armour) miner's pair of dwarven-steel boots of massiveness (0 def, 7 armour)3.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +6 Str +5 Con offense ------ Damage +7% physical defense ------ Armor +7 Fatigue +3% other ------- Infravision +2 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of hardened leather boots 'Sunrigor' (0 def, 3 armour) pair of hardened leather boots 'Sunrigor' (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +9 Wil +6 Cun +4 Con offense ------ Mindpower +5 (+2 eff.) Ignore resists +7% physical When Hit 4 fire defense ------ Armor +3 Resistance +17% fire +7% cold Crit Resistance 15.00% Physical save +6 (+3 eff.) Spell save +8 (+4 eff.) Mind save +10 (+4 eff.) other ------- Light +1 Blindside: Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 25/25. Range 6 Cooldown: 11 Travel.spd instantaneous Description: With blinding speed, you suddenly appear next to a target up to 6 spaces away and attack for 44% (at 0 Hate) to 146% (at 100+ Hate) damage. Your sudden appearance catches everyone off-guard, giving you 19 extra Defense for 1 turn. The Defense boost improves with your Strength. A pair of boots made of leather. |
pair of iron boots 'Chalarig' (0 def, 3 armour) pair of iron boots 'Chalarig' (0 def, 3 armour)3.0 Encumbrance T1 feet armor [Rare] Nature While equipped: defense ------ Armor +3 Fatigue +2% Resistance +5% arcane +3% darkness Crit Resistance 5.00% Mind save +3 (+2 eff.) Unlife -40.00 life Life Regen +2.00 Healmod +16% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
undeterred pair of iron boots of evasion (3 def, 3 armour) undeterred pair of iron boots of evasion (3 def, 3 armour)3.0 Encumbrance T1 feet armor [Ego++] Arcane/Master While equipped: defense ------ Armor +3 Defense +3 (+2 eff.) Fatigue +2% Silence Resist +22% Confus Resist +21% Stun Resist +21% Evasion: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 21 Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 20% 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Beliran the Stokesnake (0 def, 1 armour) Beliran the Stokesnake (0 def, 1 armour)1.5 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +15.00% Physical Power +7 (+1 eff.) Ignore resists +10% fire defense ------ Armor +1 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
warlord's hardened leather cap of sanctity (0 def, 3 armour) warlord's hardened leather cap of sanctity (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego++] Arcane/Nature While equipped: Stats +5 Str +5 Wil offense ------ Physical Power +8 (+1 eff.) defense ------ Armor +3 Fatigue +3% Resistance +8% blight +8% physical +8% darkness Physical save +9 (+5 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Circle of Sanctity: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 4.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 20 Travel.spd instantaneous Is: a spell Description: Creates a circle of radius 4 at your feet; the circle protects you from silence effects while you remain in its radius while silencing and dealing 22 light damage to everyone else who enters. The circle lasts 5 turns. A cap made of leather. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego+] Psionic While equipped: Stats +5 Cun +4 Wil defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Mind save +15 (+6 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of clarity (3 def, 13 armour) impenetrable dwarven-steel mail armour of clarity (3 def, 13 armour)14.0 Encumbrance T3 heavy armor [Ego] Master/Psionic While equipped: defense ------ Armor +13 Defense +3 (+2 eff.) Fatigue +12% Resistance +7% mind Mind save +13 (+5 eff.) A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour (3 def, 8 armour) rejuvenating dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Nature While equipped: defense ------ Armor +8 Defense +3 (+2 eff.) Fatigue +12% Life Regen +2.50 other ------- Stamina/turn +0.70 A suit of armour made of mail. |
rejuvenating steel plate armour of the deep (0 def, 11 armour) rejuvenating steel plate armour of the deep (0 def, 11 armour)17.0 Encumbrance T2 massive armor [Ego+] Nature While equipped: defense ------ Armor +11 Fatigue +22% Resistance +7% acid +5% cold Life Regen +3.00 other ------- Stamina/turn +0.70 Breathe water A suit of armour made of metal plates. |
warded dwarven-steel shield (0 def, 6 armour, 83.5 block) warded dwarven-steel shield (0 def, 6 armour, 83.5 block)7.0 Encumbrance T3 shield armor [Ego+] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +6 Fatigue +8% other ------- Wards +3 lightning +5 temporal +4 darkness +3 fire +4 nature +3 blight +4 cold +5 arcane +4 light Talents +1 Ward +1 Block Handheld deflection devices. |
agate 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. |
422 alchemist agate 422 alchemist agate0.0 Encumbrance 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. |
onyx 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. |
16 aquamarine 16 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. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
12 opal 12 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. |
24 topaz 24 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
miner's dwarven-steel pickaxe (dig speed 23 turns) miner's dwarven-steel pickaxe (dig speed 23 turns)3.0 Encumbrance T3 digger tool [Ego] Master While equipped: Stats +2 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
emerald 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. |
brass lantern 'Kheledil' brass lantern 'Kheledil'2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Ignore resists +5% mind When Hit 6 mind defense ------ Resistance +9% mind Mind save +5 (+3 eff.) Unlife -20.00 life other ------- Light +3 See Stealth +6 See Invisibility +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. |
brass lantern 'Taintquench' brass lantern 'Taintquench'2.0 Encumbrance T1 lite [Rare] Nature While equipped: defense ------ Resistance +3% blight +3% cold +6% nature +5% arcane Physical save +5 (+3 eff.) Healmod +12% 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. |
survivor's alchemist's lamp of health survivor's alchemist's lamp of health1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+3 eff.) Life +54.00 Healmod +16% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 Encumbrance mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Automated Portable Extractor Automated Portable Extractor0.0 Encumbrance power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
3 garnet 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 Entropy (1/1) Rod of Entropy (1/1)2.0 Encumbrance T2 rod charm [Unique] Unknown While carried: other ------- Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 125% of the healing done. This effect scales with your Magic stat.. Uses 75 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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 Chest 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. |
The Jolt The Jolt2.0 Encumbrance T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun offense ------ Damage +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. |
piercing elm totem of summon tentacle [power 100] (14/25 cooldown) piercing elm totem of summon tentacle [power 100] (14/25 cooldown)2.0 Encumbrance T1 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: 214 Base Damage: 100 Armor: 0 All Resist: 5 Puts all charms on 25 turn cooldown 100% to increase all damage penetration by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
powerful yew totem of thorny skin [power 40] (14/20 cooldown) powerful yew totem of thorny skin [power 40] (14/20 cooldown)2.0 Encumbrance T3 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 40 and armour hardiness by 50% Puts all charms on 20 turn cooldown 100% to increase all damage by 13% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of stinging [power 182] (14/15 cooldown) soothing ash totem of stinging [power 182] (14/15 cooldown)2.0 Encumbrance T2 totem charm [Ego+] Nature Sting an enemy dealing 204 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 turn cooldown 100% to heal for 47. Natural totems are made by powerful wilders to store nature power. |
14 amethyst 14 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. |
Ragethad the elm wand of clairvoyance [power 9] (14/15 cooldown) Ragethad the elm wand of clairvoyance [power 9] (14/15 cooldown)2.0 Encumbrance T1 wand charm [Rare] Arcane While equipped: Stats +5 Cun offense ------ Spell Crit +3% Damage +12% arcane +3% blight When Hit 4 blight other ------- Max mana +20.00 Reveal the area around you, dispelling darkness (radius 9, power 74 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 turn cooldown 100% to heal for 32. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz 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. |
2 citrine 2 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. |
Achievements
By Buzz the Cornac Doombringer level 27
39th Haze 123rd year of Ascendancy at 18:19 see stats
By Buzz the Cornac Doombringer level 9
7th Flare 122nd year of Ascendancy at 08:25 see stats
By Buzz the Cornac Doombringer level 19
33rd Pyre 123rd year of Ascendancy at 14:49 see stats
By Buzz the Cornac Doombringer level 26
22nd Haze 123rd year of Ascendancy at 05:12 see stats
By Buzz the Cornac Doombringer level 5
76th Pyre 122nd year of Ascendancy at 22:17 see stats
By Buzz the Cornac Doombringer level 19
34th Pyre 123rd year of Ascendancy at 03:29 see stats
By Buzz the Cornac Doombringer level 10
10th Dusk 122nd year of Ascendancy at 04:38 see stats
By Buzz the Cornac Doombringer level 20
73rd Pyre 123rd year of Ascendancy at 03:02 see stats
By Buzz the Cornac Doombringer level 25
67th Dusk 123rd year of Ascendancy at 13:54 see stats
By Buzz the Cornac Doombringer level 21
41st Dusk 123rd year of Ascendancy at 22:05 see stats
By Buzz the Cornac Doombringer level 12
76th Dusk 122nd year of Ascendancy at 16:07 see stats
By Buzz the Cornac Doombringer level 23
64th Dusk 123rd year of Ascendancy at 22:44 see stats
By Buzz the Cornac Doombringer level 8
6th Mirth 122nd year of Ascendancy at 03:18 see stats
By Buzz the Cornac Doombringer level 25
19th Haze 123rd year of Ascendancy at 23:52 see stats
By Buzz the Cornac Doombringer level 16
27th Pyre 123rd year of Ascendancy at 05:32 see stats
By Buzz the Cornac Doombringer level 27
30th Haze 123rd year of Ascendancy at 14:37 see stats
Log
Something hits Buzz for 87 blight damage.
Weakness Disease from Grand Corruptor hits Buzz for 37 blight damage.
Something misses Buzz.
Buzz speeds up.
Weakness Disease from Grand Corruptor hits Buzz for 37 blight damage.
Buzz casts Cauterize Spirit.
Buzz is free from the weakness disease.
Buzz is free from the hex.
Buzz is purified by fire.
Buzz uses Infusion: Healing.
Buzz receives 63 healing from Infusion: Healing.
Buzz casts Fiery Aegis.
A shield forms around Buzz.
Your shield crumbles under the damage!
The shield around Buzz crumbles.
Buzz is afflicted by a weakness disease!
Grand Corruptor's Soul Rot hits Buzz for (127 absorbed), 67 blight (67 total damage).
Buzz loses 30 health to the soulburn.
Weakness Disease from Grand Corruptor hits Buzz for 66 blight damage.
Buzz casts Fearscape Shift.
The spell fizzles!
Buzz hits Elven mage for 206 fire damage.
Something receives 162 healing from Buzz.
Buzz hits Elven mage for 206 fire damage.
Buzz killed Elven mage!
Grand Corruptor casts Drain.
Grand Corruptor hits Buzz for 190 blight damage.
Buzz the level 27 cornac doombringer was infected to death by Grand Corruptor on level 1 of Zigur.