Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! 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.
Deathknight 1.7.4Adds the Deathknight class. See forum thread for details. 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game Extra Dungeons 1.6.7In general, this mod is for people (like me) who like to do everything in a game. Visit all the dungeons, kill all the bosses, preferably get all the artifacts. By allowing all characters to visit some more restricted dungeons, we can make that a little easier. This mod is not intended to be lore-friendly, but I may make a lore-friendlier version in the future. (As it stands you can visit Irkkk as a halfling and the Yeek don't care. I may change that.) Current mod features: Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Doctornull's Class Pack 1.5.10This pack compiles several classes, with an emphasis on hybrid design. Not all classes are complete: the ones which I'm not satisfied with are marked as either INCOMPLETE or "in BETA". The classes included in this pack are: (BETA) Shield Hero is an Adventurer who starts with heavy armor and a shield. Not very exciting unless you were annoyed about not being able to equip your Adventurer's shield right away. (INCOMPLETE) The Flux Marauder is a Paradox thug, stealing time from his enemies. x (Removed): The human-only Embers of Gerlyk are fire-using magical martial artists. Removed pending new content / 1.6 features. |
Campaign | Maj'Eyal |
Mode | Normal Exploration |
Sex | Male |
Race | Yeek |
Class | Writhing One |
Level / Exp | 28 / 46% |
Size | small |
Lifes / Deaths | Killed by The Spinal Cord at level 3 on the 76th Pyre 122nd year of Ascendancy at 00:15 / 45Killed by skeleton mage at level 5 on the 1st Flare 122nd year of Ascendancy at 15:57 Killed by skeleton mage at level 6 on the 1st Flare 122nd year of Ascendancy at 19:50 Killed by degenerated skeleton warrior at level 6 on the 2nd Flare 122nd year of Ascendancy at 14:55 Killed by Emirenn the ghoul at level 6 on the 2nd Flare 122nd year of Ascendancy at 15:31 Killed by Islibeth the ghoulking at level 6 on the 2nd Flare 122nd year of Ascendancy at 22:30 Killed by Islibeth the ghoulking at level 6 on the 2nd Flare 122nd year of Ascendancy at 22:58 Killed by Islibeth the ghoulking at level 6 on the 2nd Flare 122nd year of Ascendancy at 23:42 Killed by Eilinariama the degenerated skeleton archer at level 7 on the 3rd Flare 122nd year of Ascendancy at 01:21 Killed by armoured skeleton warrior at level 7 on the 3rd Flare 122nd year of Ascendancy at 01:51 Killed by Gitira the skeleton warrior at level 7 on the 3rd Flare 122nd year of Ascendancy at 05:18 Killed by armoured skeleton warrior at level 7 on the 3rd Flare 122nd year of Ascendancy at 10:20 Killed by armoured skeleton warrior at level 7 on the 3rd Flare 122nd year of Ascendancy at 11:52 Killed by armoured skeleton warrior at level 7 on the 3rd Flare 122nd year of Ascendancy at 12:38 Killed by armoured skeleton warrior at level 7 on the 3rd Flare 122nd year of Ascendancy at 13:04 Killed by armoured skeleton warrior at level 8 on the 3rd Flare 122nd year of Ascendancy at 13:38 Killed by armoured skeleton warrior at level 8 on the 3rd Flare 122nd year of Ascendancy at 16:45 Killed by armoured skeleton warrior at level 8 on the 3rd Flare 122nd year of Ascendancy at 17:10 Killed by skeleton master archer at level 8 on the 3rd Flare 122nd year of Ascendancy at 18:29 Killed by skeleton master archer at level 8 on the 3rd Flare 122nd year of Ascendancy at 19:13 Killed by thief at level 9 on the 1st Dusk 122nd year of Ascendancy at 12:25 Killed by Bill the Stone Troll at level 11 on the 3rd Dusk 122nd year of Ascendancy at 19:03 Killed by Bill the Stone Troll at level 11 on the 3rd Dusk 122nd year of Ascendancy at 19:39 Killed by bandit at level 12 on the 7th Dusk 122nd year of Ascendancy at 04:47 Killed by dremling at level 13 on the 9th Dusk 122nd year of Ascendancy at 17:20 Killed by rogue at level 14 on the 11st Dusk 122nd year of Ascendancy at 21:50 Killed by Horned Horror at level 15 on the 12nd Dusk 122nd year of Ascendancy at 12:21 Killed by Horned Horror at level 15 on the 12nd Dusk 122nd year of Ascendancy at 12:58 Killed by thief at level 15 on the 12nd Dusk 122nd year of Ascendancy at 17:15 Killed by Guda the blue jelly at level 16 on the 12nd Dusk 122nd year of Ascendancy at 22:38 Killed by war hound at level 16 on the 12nd Dusk 122nd year of Ascendancy at 23:11 Killed by fire imp at level 17 on the 64th Haze 122nd year of Ascendancy at 02:47 Killed by decaying devourer at level 17 on the 64th Haze 122nd year of Ascendancy at 12:51 Killed by Islelrawyn the Guardian at level 20 on the 73rd Haze 122nd year of Ascendancy at 13:37 Killed by Silolaith the Guardian at level 20 on the 74th Haze 122nd year of Ascendancy at 00:39 Killed by Gobeth the poison ivy at level 20 on the 74th Haze 122nd year of Ascendancy at 03:47 Killed by Xithra the Guardian at level 20 on the 74th Haze 122nd year of Ascendancy at 15:09 Killed by Xithra the Guardian at level 20 on the 74th Haze 122nd year of Ascendancy at 16:17 Killed by Poruwyn the forest troll at level 20 on the 74th Haze 122nd year of Ascendancy at 18:52 Killed by Rantha the Worm at level 21 on the 5th Allure 123rd year of Ascendancy at 16:06 Killed by Saloreda the copperhead snake at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 00:15 Killed by war hound at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 18:26 Killed by Mindworm at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 18:53 Killed by Mindworm at level 24 on the 32nd Regrowth 123rd year of Ascendancy at 19:27 Killed by Polatira the half formed drem at level 28 on the 65th Regrowth 123rd year of Ascendancy at 16:22 |
Primary Stats
Strength | 86 (base 55) |
Dexterity | 15 (base 13) |
Constitution | 16 (base 13) |
Magic | 78 (base 49) |
Willpower | 44 (base 10) |
Cunning | 18 (base 10) |
Resources
Life | 674/674 |
Insanity | 0/100 |
Healing Factor | 1.2545771506545 |
Regeneration | 0.31364428766363 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +41.31788189224% |
Spell | 0% |
Global | +115% |
Vision
Sight | 10 |
Lite | 5 |
See Invisible | 6 |
Offense: Mainhand
Damage | 177 |
Accuracy | 48 |
Crit Chance | 28% |
APR | 10 |
Speed | 1.00 |
Offense: Spell
Spellpower | 66 |
Crit Chance | 9% |
Speed | 1 |
Offense: Mind
Mindpower | 38 |
Crit Chance | 9% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +19% |
Light | +10% |
Cold | +6% |
Blight | +10% |
Physical | +42% |
Fire | +32% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Temporal | +10% |
Blight | +10% |
Fire | +20% |
Mind | +15% |
Defense: Base
Armour (hardiness) | 38.5 (80%) |
Defense | 8 |
Ranged Defense | 8 |
Fatigue | 25 |
Physical Save | 42 |
Spell Save | 42 |
Mental Save | 45 |
Defense: Resistances
Blight | + 14%( 70%) |
Physical | + 25%( 70%) |
Cold | + 34%( 70%) |
All | 0%( 70%) |
Darkness | + 6%( 70%) |
Light | + 30%( 70%) |
Temporal | + 12%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 15%( 70%) |
Fire | + 36%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Confusion Resistance | 78% |
Instadeath Resistance | 100% |
Stun Resistance | 30% |
Poison Resistance | 22% |
Silence Resistance | 43% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 395 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
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
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Slow death | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Demented / Tentacles | 1.50 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
Demented / Controlled horrors | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Path of horror | 1.30 |
| 4/5 |
| 4/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Race / Yeek | 1.00 |
| 1/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 5/5 |
| 0/5 |
| 4/5 |
| 5/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Chaos Orbs |
beneficial effect | Digesting grannor'vor. Digesting |
Quests
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 successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved Strength by +5. | done |
You failed to protect the worried loremaster from death by rogue. Escort: worried loremaster (level 1 of Ruins of Kor'Pul) | failed |
You successfully escorted the worried loremaster to the recall portal on level 2 of Daikara. Escort: worried loremaster (level 2 of Daikara)As a reward you improved Strength by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Ruins of Kor'Pul. Escort: worried loremaster (level 2 of Ruins of Kor'Pul)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 3 of Old Forest. Escort: worried loremaster (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 4 of Old Forest. Escort: worried loremaster (level 4 of Old Forest)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 |
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 Horned Horror. * 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 Shax 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 shadow has asked that you come back as soon as possible. The fortress's current energy level is: 41. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed vial of elder vampire blood. * You've found the needed sandworm tooth. 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 wretchling eyeball. * You've found the needed xorn fragment. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' 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 hummerhorn wing. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed minotaur nose. | 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 discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You defeated the acolytes and saved the woman. She told you she is the daughter of a rich merchant of Last Hope. | done |
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 heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | grounding pair of rough leather boots of tirelessness (0 def, 1 armour) grounding pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Resists +6% lightning +5% temporal ---------- misc Stam/turn +0.40 Max.stam +11.00 A pair of boots made of leather. |
Light source | Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(101 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) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+4 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
Tool | Cut Drem Arm Cut Drem Arm2.0 T3 gross misc [Unique] Unknown While equipped: dps ---------- Melee Ret 25 darkness ----- def ----- Disarm- +100% The arm can sometimes reach out to a foe in radius 5 and grab it to you with a tentacle pull. This action is not your own choice, it has a mind of its own. The arm appears desiccated, but you swear that you see something wriggling underneath its ashen skin. |
On fingers | steel ring 'Bleaknoon' steel ring 'Bleaknoon'0.1 T2 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% darkness +12% physical Melee Ret 6 darkness 6 cold ----- def ----- Resists +6% darkness +12% physical Rings make your fingers look great! |
On fingers | Wheel of Fate Wheel of Fate0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +4 Wil dps ---------- Dmg.mod +3% blight +13% physical Res.pen +15% darkness On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 30 * 10% chance to reduce damage dealt by 20% ----- def ----- Resists +14% blight +13% physical +8% nature Mind.save +8 (+3 eff.) Poison- +22% Disease- +18% 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. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | Bleakedge of the Blightspawn Bleakedge of the Blightspawn1.0 T3 belt armor [Random Unique] Nature/Psionic While equipped: Stats +4 Str +4 Dex +7 Wil +4 Cun dps ---------- Dmg.mod +12% fire Res.pen +5% fire Melee Ret 2 mind On Hit (Melee): * 20% chance to reduce all saves and defense by 25 On Melee Ret: * 34% chance to reduce strength, dexterity, and constitution by 30 * 25% chance to reduce damage dealt by 20% ----- def ----- Resists +8% lightning +7% temporal +9% fire Phys.save +13 (+5 eff.) Spell.save +12 (+4 eff.) Mind.save +22 (+7 eff.) Max.HP +52.00 A belt that goes around your waist. |
In main hand | Everpyre Blade (38-53 power, 10 apr) Everpyre Blade (38-53 power, 10 apr)3.0 T4 longsword 1H weapon [Unique] Nature/Master Power 38.0 - 53.2 Fire Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +18.0% Atk.spd 100% On Hit: 15% Fire Breath 4 While equipped: Stats +7 Str +7 Wil dps ---------- Dmg.mod +20% fire Res.pen +15% fire ----- def ----- Resists +10% nature +15% fire This ornate blade is carved from the wood of a tree said to burn eternally. Its hilt is encrusted with gems, suggesting it once belonged to a figure of considerable status. The flames seem to bend to the will of the sword's holder. |
On hands | voratun gauntlets 'Tundraworm' (0 def, 13 armour) voratun gauntlets 'Tundraworm' (0 def, 13 armour)1.5 T4 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Melee+ 12 physical Dmg.mod +6% cold +7% physical Res.pen +15% mind Melee Ret 10 cold ----- def ----- Armour +13 Fatigue +5% Resists +15% mind +6% cold 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 | Falular the dwarven-steel mail armour (3 def, 8 armour) Falular the dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training [Random Unique] Arcane/Nature/Master While equipped: Stats +5 Str +7 Mag +6 Wil dps ---------- Phys.crit +6.0% Spell.crit +6% Mind.crit +6% Phys.pwr +17 (+4 eff.) Spell.pwr +38 (+9 eff.) Mind.pwr +19 (+7 eff.) Dmg.mod +3% blight Res.pen +10% blight +10% temporal Melee Ret 2 temporal ----- def ----- Armour +8 Defense +3 (+3 eff.) Fatigue +12% Resists +16% lightning +18% cold Max.HP +25.00 ---------- misc Mana/turn +0.08 A suit of armour made of mail. |
Cloak | Elomina (2 def, 0 armour) Elomina (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +3 Str +3 Con ----- def ----- Defense +2 (+2 eff.) Crit.chn- 15.00% Phys.save +8 (+3 eff.) Die.at -60.00 life Max.HP +65.00 Heal.mod +10% Stun/Frz- +10% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | insulating steel amulet of magic (+2) insulating steel amulet of magic (+2)0.1 T2 amulet jewelry [Ego] Arcane/Nature While equipped: Stats +2 Mag ----- def ----- Resists +12% fire +10% cold Amulets make your neck look great! |
Inventory
mule's copper ring of clarity mule's copper ring of clarity0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: ----- def ----- Fatigue -4% Mind.save +5 (+2 eff.) Confus- +20% ---------- misc Max.enc +21 Rings make your fingers look great! |
Nightsong Nightsong0.1 T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun dps ---------- Dmg.mod +10% darkness ----- def ----- Defense +6 (+6 eff.) Fatigue -7% Mind.save +13 (+4 eff.) ---------- misc Max.stam +25.00 Cooldown Shadowstep -1 Shadowstep: Level 2.0 Pwr.cost 50 out of 50/50. Range 7 Travel.spd instantaneous Is a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
marksman's steel ring of tenacity marksman's steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: Stats +4 Dex dps ---------- Acc +8 (+3 eff.) ----- def ----- Max.HP +21.00 Disarm- +24% Pinning- +24% Knockbk- +20% Rings make your fingers look great! |
warrior's steel ring warrior's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +6 Rings make your fingers look great! |
Bogsorrow the stralite ring Bogsorrow the stralite ring0.1 T4 ring jewelry [Random Unique] Nature/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +14% acid +14% cold +12% mind +12% nature ----- def ----- Resists +28% acid +28% cold Spell.save +14 (+4 eff.) ---------- misc Max.stam +20.00 Rings make your fingers look great! |
Bill's Tree Trunk (30-51 power, 7 apr) Bill's Tree Trunk (30-51 power, 7 apr)5.0 T1 greatmaul 2H weapon [Unique] Master Power 30.0 - 51.0 Physical Uses 50% Mag, 130% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +7 Crit +1.5% Atk.spd 100% While equipped: Shattering Blow: Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Hits the target with your weapon, doing 124% damage. If the attack hits, the target's armour and saves are reduced by 11 for 6 turns. Also if the target is protected by any temporary magical or psionic damage absorbing shields there is 36% chance to shatter a random shield. Armor reduction chance increases with your Physical Power. This is a big, nasty-looking tree trunk that Bill the Troll used as a weapon. It could still serve this purpose, should you be strong enough to wield it! |
River's Fury (23-32 power, 8 apr) River's Fury (23-32 power, 8 apr)3.0 T1 trident 2H weapon [Unique] Arcane Power 23.0 - 32.2 Physical Uses 50% Mag, 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +8 Crit +5.0% Atk.spd 100% Melee+ +15 cold While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mov.spd +10% Dmg.mod +10% cold Acc +10 (+4 eff.) ----- def ----- Resists +10% cold On Spell Hit: 20% Glacial Vapour 1 Tidal Wave: Level 1.0 Pwr.cost 80 out of 80/80. Range melee/personal 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 18.60 cold damage and 24.91 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 5 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. |
iron longsword (11-15 power, 2 apr) iron longsword (11-15 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 11.0 - 15.4 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
dwarven-steel longsword 'Ereneg' (28-40 power, 4 apr) dwarven-steel longsword 'Ereneg' (28-40 power, 4 apr)3.0 T3 longsword 1H weapon [Rare] Master Power 28.5 - 39.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +16 acid While equipped: ----- def ----- Resists +6% cold Die.at -60.00 life Poison- +20% ---------- misc Max.psi +20.00 Sharp, long, and deadly. |
plaguebringer's stralite longsword of massacre (40-55 power, 5 apr) plaguebringer's stralite longsword of massacre (40-55 power, 5 apr)3.0 T4 longsword 1H weapon [Ego+] Arcane/Master Power 39.5 - 55.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +5 Crit +4.5% Atk.spd 100% Melee+ +9 blight On Hit: 20% Epidemic 4 On Hit: * 11% chance to reduce strength, dexterity, and constitution by 30 While equipped: ----- def ----- Disease- +16% Sharp, long, and deadly. |
acidic steel mace of massacre (22-31 power, 3 apr) acidic steel mace of massacre (22-31 power, 3 apr)3.0 T2 mace 1H weapon [Ego] Arcane/Master Power 22.0 - 30.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Splash the target with acid dealing 181 damage over 5 turns and reducing armor and accuracy by 23 Blunt and deadly. |
flaming iron waraxe of massacre (16-23 power, 2 apr) flaming iron waraxe of massacre (16-23 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane/Master Power 16.5 - 23.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
Lisygabeth the Dourkiller (40-56 power, 4 apr) Lisygabeth the Dourkiller (40-56 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master Power 40.0 - 56.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +4 darkness On Hit.r1 +12 temporal On Hit: * 20% chance to reduce damage dealt by 20% * 25% chance for lightning to strike from the target to a second target dealing 109 damage While equipped: dps ---------- Res.pen +5% darkness Melee Ret 2 temporal ----- def ----- Resists +6% darkness One-handed war axes. |
Silent Blade (25-32 power, 10 apr) Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Power 25.0 - 32.5 Physical Uses 65% Dex, 50% Mag, 35% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+4 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 T2 dagger 1H weapon Reqs Dex 17 [Unique] Arcane Power 20.0 - 26.0 Physical Uses 50% Dex, 50% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +12.0% Atk.spd 100% HP.leech +6% Melee+ +20 blight +20 fire While equipped: Stats +5 Mag ----- def ----- Resists +10% blight +10% fire ---------- misc Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 T1 whip 1H weapon [Unique] Arcane Power 17.0 - 18.7 Physical Uses 50% Mag, 100% Dex Mastery Exotic Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +7 Crit +5.0% Atk.spd 125% Dmg.conv 50% dazing lightning On Crit: * Focus the lightning forces on an enemy While equipped: dps ---------- Dmg.mod +10% lightning Acc +7 (+3 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 21.33 to 64.00 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. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil dps ---------- On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it ----- def ----- Armour +2 Defense +8 (+8 eff.) Rng.Def +8 (+8 eff.) Fatigue +6% Resists +25% blight +25% darkness ---------- misc Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+1 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Defense +12 (+12 eff.) Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
woollen robe 'Belimira' (0 def, 0 armour) woollen robe 'Belimira' (0 def, 0 armour)2.0 T2 cloth armor [Rare] Psionic While equipped: Stats +5 Mag +6 Wil dps ---------- Dmg.mod +3% blight +3% temporal Melee Ret 8 blight On Hit (Melee): * 10% chance to gain 10% of a turn (3/turn limit) ----- def ----- Resists +3% blight +9% all Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/turn +0.14 Psi/turn +0.19 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) Firewalker (15 def, 2 armour)2.0 T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag dps ---------- Spell.pwr +12 (+3 eff.) Dmg.mod +20% fire Res.pen +20% fire Melee Ret 18 fire ----- def ----- Armour +2 Defense +15 (+13 eff.) Resists +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
Eel-skin armour (16 def, 0 armour) Eel-skin armour (16 def, 0 armour)9.0 T2 light armor [Unique] Nature While equipped: Stats +3 Cun +2 Dex ----- def ----- Defense +16 (+14 eff.) Fatigue +2% Resists +15% lightning Poison- +50% Pinning- +50% On Nature Hit: 10% Call Lightning 2 Call Lightning: Level 2.0 Pwr.cost 25 out of 50/50. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 45.61 to 136.83 lightning damage (91.22 average). The damage will increase with your Mindpower. This armour seems to have been patched together from many eels. Yuck. |
iron mail armour (2 def, 4 armour) iron mail armour (2 def, 4 armour)14.0 T1 heavy armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% A suit of armour made of mail. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+2 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
nightruned rough leather belt of carrying nightruned rough leather belt of carrying1.0 T1 belt armor [Ego] Arcane While equipped: ----- def ----- Fatigue -4% Resists +6% light +6% darkness ---------- misc Max.enc +22 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +6% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's rough leather belt of the mystic spiritwalker's rough leather belt of the mystic1.0 T1 belt armor [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Mind.save +5 (+2 eff.) ---------- misc Mana/turn +0.11 Max.mana +23.00 A belt that goes around your waist. |
enveloping linen cloak of the Shaloren (7 def, 0 armour) enveloping linen cloak of the Shaloren (7 def, 0 armour)2.0 T1 cloak armor [Ego] Arcane/Master While equipped: Stats +1 Mag +2 Wil ----- def ----- Defense +7 (+7 eff.) Phys.save +7 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
hardened leather gloves 'Elemira' (0 def, 2 armour) hardened leather gloves 'Elemira' (0 def, 2 armour)1.0 T2 hands armor [Rare] Arcane While equipped: Stats +7 Con +2 Mag dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane ----- def ----- Armour +2 Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Infravis +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves (0 def, 2 armour) radiant hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane While equipped: dps ---------- Melee+ 7 light Dmg.mod +6% light ----- def ----- Armour +2 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour) radiant hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 light Dmg.mod +5% light Acc +12 (+4 eff.) ----- def ----- Armour +2 Resists +5% light Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
blighted iron gauntlets of strength (+3) (0 def, 1 armour) blighted iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +6 (+1 eff.) Melee+ 6 blight Dmg.mod +4% blight ----- def ----- Armour +1 Fatigue +1% Resists +6% blight 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. |
Salekira the Tundraflash (1 def, 0 armour) Salekira the Tundraflash (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +10% acid +6% light On Hit (Melee): * 20% chance to reduce all saves and defense by 25 ----- def ----- Defense +1 (+1 eff.) Resists +15% acid +12% cold A pointy cloth hat, very wizardly... |
rough leather cap 'Aryrama' (0 def, 1 armour) rough leather cap 'Aryrama' (0 def, 1 armour)2.0 T1 head armor [Rare] Master While equipped: Stats +2 Cun dps ---------- On Hit (Melee): * 20% chance to reduce armor by 40% ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc See.Invis +3 A cap made of leather. |
prismatic iron helm of dexterity (+3) (0 def, 3 armour) prismatic iron helm of dexterity (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego] Nature/Master While equipped: Stats +3 Dex ----- def ----- Armour +3 Fatigue +5% Resists +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
3 agate 3 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
6 spinel 6 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.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. |
5 ametrine 5 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 citrine 5 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
5 zircon 5 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 aquamarine 8 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
8 opal 8 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 topaz 10 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
10 amethyst 10 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
5 onyx 5 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+6 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
6 quartz 6 quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
132 alchemist agate 132 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of health brass lantern of health2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Max.HP +42.00 ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
ethereal brass lantern ethereal brass lantern1.0 T1 lite [Ego+] Arcane While equipped: Stats +4 Mag dps ---------- Spell.pwr +6 (+1 eff.) ---------- misc 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. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 601.92 fire damage (based on Magic). Uses 50 power out of 75/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of thorny skin [power 16] (20 cooldown) elm totem of thorny skin [power 16] (20 cooldown)2.0 T1 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 16 and armour hardiness by 30% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 111 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
Polibeth the yew wand of lightning storm [power 278] (15 cooldown) Polibeth the yew wand of lightning storm [power 278] (15 cooldown)2.0 T3 wand charm [Random Unique] Arcane While equipped: Stats +1 Mag dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Apr +2 ---------- misc Wards +3 blight +4 temporal +4 mind +4 fire Talents +1 Ward Create a radius 3 storm for 5 turns. Each turn, creatures within take 55 lightning damage and will be dazed for 1 turn (278 total damage) Puts all charms on 15 cooldown 100% to reduce 2 talent cooldowns by 2. 100% to gain a 15% 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. |
Heart of the Sandworm Queen Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
By GoochYeekUnlock the Yeek Writhing One level 18
66th Haze 122nd year of Ascendancy at 06:02 see stats
By GoochYeekUnlock the Yeek Writhing One level 28
65th Regrowth 123rd year of Ascendancy at 16:52 see stats
By GoochYeekUnlock the Yeek Writhing One level 27
51st Regrowth 123rd year of Ascendancy at 11:17 see stats
By GoochYeekUnlock the Yeek Writhing One level 10
2nd Dusk 122nd year of Ascendancy at 08:04 see stats
By GoochYeekUnlock the Yeek Writhing One level 20
73rd Haze 122nd year of Ascendancy at 09:43 see stats
By GoochYeekUnlock the Yeek Writhing One level 23
23rd Regrowth 123rd year of Ascendancy at 03:44 see stats
By GoochYeekUnlock the Yeek Writhing One level 26
46th Regrowth 123rd year of Ascendancy at 13:45 see stats
By GoochYeekUnlock the Yeek Writhing One level 25
36th Regrowth 123rd year of Ascendancy at 18:45 see stats
By GoochYeekUnlock the Yeek Writhing One level 12
6th Dusk 122nd year of Ascendancy at 19:02 see stats
By GoochYeekUnlock the Yeek Writhing One level 24
32nd Regrowth 123rd year of Ascendancy at 00:14 see stats
By GoochYeekUnlock the Yeek Writhing One level 12
4th Dusk 122nd year of Ascendancy at 11:16 see stats
By GoochYeekUnlock the Yeek Writhing One level 17
65th Haze 122nd year of Ascendancy at 00:42 see stats
Log
GoochYeekUnlock uses Infusion: Regeneration.
GoochYeekUnlock starts regenerating health quickly.
GoochYeekUnlock stops regenerating health quickly.
Talent Infusion: Regeneration is ready to use.
GoochYeekUnlock uses Infusion: Regeneration.
GoochYeekUnlock starts regenerating health quickly.
There is a portal back to the occult egress here (press '' or right click to use).
Ran for 145 turns (stop reason: at exit).
You gain 0.20 gold from the transmogrification of cashmere wizard hat (2 def, 0 armour).
You gain 7.26 gold from the transmogrification of brawler's dwarven-steel gauntlets of strength (+6) (0 def, 2 armour).
You gain 13.82 gold from the transmogrification of Prismscar the yew longbow.
You gain 3.15 gold from the transmogrification of elemental dwarven-steel longsword (22-31 power, 4 apr).
You gain 0.75 gold from the transmogrification of dwarven-steel battleaxe (31-46 power, 2 apr).
There is a Occult Egress here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
GoochYeekUnlock stops regenerating health quickly.
Saving done.
There is a ladder to worldmap here (press '' or right click to use).
Resting starts...
Rested for 0 turns (stop reason: all resources and life at maximum).
There is a Way to a strange portal here (press '' or right click to use).
You stride into this area without a second thought, while stifling a yawn. You feel your time might be better spent elsewhere.
Saving game...
Saving done.