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! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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.
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: 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 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:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game |
Campaign | Maj'Eyal |
Mode | Nightmare Adventure |
Sex | Male |
Race | Cornac |
Class | Brawler |
Level / Exp | 21 / 24% |
Size | medium |
Lifes / Deaths | Killed by Glerana the telugoroth at level 11 on the 1st Flare 122nd year of Ascendancy at 06:12 0 / 6Killed by Tarlad the krog at level 14 on the 56th Dusk 122nd year of Ascendancy at 11:32 Killed by medic turret at level 19 on the 13rd Regrowth 123rd year of Ascendancy at 07:08 Killed by armoured skeleton warrior at level 20 on the 20th Regrowth 123rd year of Ascendancy at 16:25 Killed by beam trap at level 20 on the 20th Regrowth 123rd year of Ascendancy at 18:33 Killed by onilug at level 21 on the 21st Regrowth 123rd year of Ascendancy at 01:12 |
Primary Stats
Strength | 30 (base 13) |
Dexterity | 45 (base 37) |
Constitution | 31 (base 10) |
Magic | 14 (base 10) |
Willpower | 20 (base 10) |
Cunning | 45 (base 25) |
Resources
Life | -92/837 |
Mana | 270/270 |
Stamina | 114/194 |
Healing Factor | 1.4258714593977 |
Regeneration | 7.7709994537177 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +127.62976122938% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 1 |
See Invisible | 12 |
Offense: Barehand
Damage | 77 |
Accuracy | 47 |
Crit Chance | 18% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 22 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +3% |
Acid | +6% |
Mind | +6% |
Blight | +11% |
Physical | +6% |
Fire | +9% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Light | +20% |
Darkness | +30% |
Mind | +5% |
Lightning | +40% |
Defense: Base
Armour (hardiness) | 16 (30%) |
Defense | 37 |
Ranged Defense | 37 |
Fatigue | 6 |
Physical Save | 26 |
Spell Save | 11 |
Mental Save | 29 |
Defense: Resistances
Cold | + 15%( 70%) |
Lightning | -7%( 70%) |
Darkness | + 8%( 70%) |
Temporal | -6%( 70%) |
Blight | -1%( 70%) |
Physical | -8%( 70%) |
Fire | + 9%( 70%) |
All | -14%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 10% |
Bleed Resistance | 50% |
Disarm Resistance | 0% |
Inscriptions (4/4)
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 576% 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 Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 102 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 53 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 25% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Pugilism | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed training | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
talent | Daunting Presence |
talent | Striking Stance |
talent | Chant of Fortitude |
detrimental effect | The more you use infusions, the longer they will take to recharge (+3 cooldowns). Infusion Saturation |
beneficial effect | Countering melee attacks: Has a 28% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
beneficial effect | The target ignores pain, reducing all damage taken by 25%. Pain Suppression |
detrimental effect | The target is cursed, reducing all resistances by 26%. Curse of Vulnerability |
detrimental effect | The more you use runes, the longer they will take to recharge (+1 cooldowns). Runic Saturation |
beneficial effect | Increases maximum life and stamina by 18%. When the effect ends, the extra life and stamina will be lost. Battle Shout |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
beneficial effect | Increases global action speed by 28%. Reflexive Dodging |
detrimental effect | Soul absorbed upon death. Soul Leech |
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 successfully escorted the injured seer to the recall portal on level 2 of Ruins of Kor'Pul. Escort: injured seer (level 2 of Ruins of Kor'Pul)As a reward you improved talent Vision (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lost sun paladin (level 1 of Ruins of Kor'Pul)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Dreadfell. Escort: repented thief (level 1 of Dreadfell)As a reward you improved talent Misdirection (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Daikara. Escort: repented thief (level 2 of Daikara)As a reward you improved talent Misdirection (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
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 Shade. | 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. | 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 the fox. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed xorn fragment. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Agrimley the hermit needs your help making an elixir of serendipity. He has given you some notes on the ingredients: * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed skeleton mage skull. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed honey tree root. * 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 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 within8 lumberjacks have died. | done |
Equipment
On feet | Anudradan (0 def, 5 armour) Anudradan (0 def, 5 armour)2.0 T3 feet armor [Rare] Nature While equipped: Stats +1 Cun dps ---------- Mind.pwr +20 (+7 eff.) ----- def ----- Armour +5 Resists +6% lightning +7% temporal Max.HP +60.00 HP.reg +4.00 Silence- +10% A pair of boots made of leather. |
Quiver | chilling quiver of ash arrows of accuracy (16/16, 20-27 power, 7 apr) chilling quiver of ash arrows of accuracy (16/16, 20-27 power, 7 apr)3.0 T2 arrow ammo [Ego] Arcane/Master Power 19.5 - 27.3 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +17 Apr +7 Crit +1.5% Capacity 16 Ranged+ +12 cold Arrows are used with bows to pierce your foes to death. |
On hands | Dairerakor the Woequake (0 def, 5 armour) Dairerakor the Woequake (0 def, 5 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Master While equipped: dps ---------- Dmg.mod +9% fire Res.pen +20% darkness +20% light ----- def ----- Armour +5 Fatigue +3% Resists +9% darkness Mind.save +8 (+4 eff.) Max.HP +45.00 ---------- misc Light +1 Unarmed combat: Power 27.0 - 37.8 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% base dam (max 20%) Acc +6 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Battle Shout 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Chiyablek the Pitchsear (0 def, 6 armour) Chiyablek the Pitchsear (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% acid Res.pen +25% lightning +10% darkness +20% acid On Hit (Melee): * 20% chance to reduce damage dealt by 22% ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +1 A cap made of leather. |
Tool | Telekinetic Core Telekinetic Core2.0 T2 torque charm [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Phys.pwr +3 (+1 eff.) Mind.pwr +3 (+1 eff.) Dmg.mod +6% physical ----- def ----- Resists +5% physical Phys.save +12 (+6 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 20/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 61 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
On fingers | pixie's steel ring of power pixie's steel ring of power0.1 T2 ring jewelry [Ego+] Arcane While equipped: Stats +3 Cun +3 Mag dps ---------- Phys.pwr +6 (+2 eff.) Spell.pwr +11 (+6 eff.) Mind.pwr +6 (+2 eff.) Rings make your fingers look great! |
On fingers | Aerayana the Shockhash Aerayana the Shockhash0.1 T2 ring jewelry [Random Unique] Master/Psionic While equipped: Stats +8 Dex +5 Wil +11 Cun dps ---------- Mind.pwr +6 (+2 eff.) Dmg.mod +3% lightning Res.pen +15% lightning Acc +11 (+3 eff.) Melee Ret 4 lightning Rings make your fingers look great! |
Around neck | insulating steel amulet of healing insulating steel amulet of healing0.1 T2 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +15% cold +10% fire Heal.mod +11% Cut- +50% Heal: Puts all charms on 35 cooldown Level 1.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 190 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Main armor | Rags of the Sanctuary of blight (+11%) (0 def, 0 armour) Rags of the Sanctuary of blight (+11%) (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Arcane While equipped: dps ---------- Dmg.mod +11% blight ----- def ----- Resists +11% blight +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Light source | 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. |
Cloak | Fearfire Mantle (14 def, 0 armour) Fearfire Mantle (14 def, 0 armour)2.0 T3 cloak armor [Unique] Arcane While equipped: dps ---------- Melee Ret 30 fire ----- def ----- Defense +14 (+5 eff.) Resists +10% fire +10% darkness +10% cold ---------- misc Masteries +0.20 Corruption/Fearfire All enemies in radius 2 take 20 fire damage each turn and healing you for 10% of the damage dealt. Black fires born of a blackened heart. |
Around waist | Drarion Drarion1.0 T3 belt armor [Rare] Nature While equipped: Stats +3 Str +1 Mag dps ---------- Dmg.mod +6% mind Res.pen +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 27 ----- def ----- HP.reg +1.20 Heal.mod +15% ---------- misc See.Invis +12 A belt that goes around your waist. |
Inventory
healing infusion of the duelist (heal 143; cd 10) healing infusion of the duelist (heal 143; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 143 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
healing infusion of the titan (heal 107; cd 13) healing infusion of the titan (heal 107; cd 13)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 107 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
movement infusion (speed 400%; cd 13) movement infusion (speed 400%; cd 13)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 400% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion (heal 113; 14 cd) regeneration infusion (heal 113; 14 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 17 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 113 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the sneak (heal 239; 16 cd) regeneration infusion of the sneak (heal 239; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 239 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
blink rune of the warrior (range 4; phase 15; cd 17) blink rune of the warrior (range 4; phase 15; cd 17)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 4 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune (range 45; cd 18) teleportation rune (range 45; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 19 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport randomly in a range of 45 with a minimum range of 15. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
earthen ash starstaff of power (15-18 power, 3 apr, darkness element) earthen ash starstaff of power (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +12 (+6 eff.) Dmg.mod +15% darkness ----- def ----- Armour +4 Hardiness +4% Phys.save +3 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff (20-24 power, 4 apr, darkness element) yew vilestaff (20-24 power, 4 apr, darkness element)5.0 T3 staff 2H weapon Reqs Mag 24 [Normal] Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew vilestaff of protection (20-24 power, 4 apr, fire element) yew vilestaff of protection (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+5 eff.) Dmg.mod +20% fire ----- def ----- Resists +10% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic dwarven-steel battleaxe of massacre (40-59 power, 2 apr) acidic dwarven-steel battleaxe of massacre (40-59 power, 2 apr)3.0 T3 battleaxe 2H weapon [Ego] Arcane/Master Power 39.5 - 59.2 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 56 damage over 5 turns and reducing armor and accuracy by 7 Massive two-handed battleaxes. |
arcing steel longsword of erosion (17-24 power, 3 apr) arcing steel longsword of erosion (17-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Nature Power 17.0 - 23.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage Sharp, long, and deadly. |
flaming steel longsword of erosion (18-24 power, 3 apr) flaming steel longsword of erosion (18-24 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Arcane/Nature Power 17.5 - 24.5 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +5 nature On Hit.r1 +6 fire Sharp, long, and deadly. |
Perseverance (31-43 power, 9 apr) Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+13 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
dwarven-steel longsword of paradox (23-32 power, 4 apr) dwarven-steel longsword of paradox (23-32 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Arcane Power 23.0 - 32.2 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +7 temporal While equipped: ----- def ----- Resists +9% temporal Sharp, long, and deadly. |
thought-forged dwarven-steel longsword of erosion (22-31 power, 4 apr) thought-forged dwarven-steel longsword of erosion (22-31 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Nature/Psionic Power 22.0 - 30.8 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Melee+ +8 nature +10 mind On Hit: * 16% chance to reduce all saves and defense by 27 While equipped: Stats +1 Cun +2 Wil Sharp, long, and deadly. |
Duatheltouch the dwarven-steel mace (28-39 power, 4 apr) Duatheltouch the dwarven-steel mace (28-39 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Master Power 28.0 - 39.2 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.pwr +10 (+3 eff.) Dmg.mod +6% light Res.pen +25% darkness +20% light Acc +10 (+3 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +26% Blunt and deadly. |
dwarven-steel waraxe (22-31 power, 4 apr) dwarven-steel waraxe (22-31 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 22.5 - 31.5 Physical Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
arcing dwarven-steel dagger of rage (17-22 power, 7 apr) arcing dwarven-steel dagger of rage (17-22 power, 7 apr)1.0 T3 dagger 1H weapon [Ego+] Arcane/Master Power 17.0 - 22.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 34 damage While equipped: Stats +3 Str dps ---------- Dmg.mod +8% physical Acc +10 (+3 eff.) Sharp, short and deadly. |
balanced dwarven-steel dagger (20-25 power, 7 apr) balanced dwarven-steel dagger (20-25 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Master Power 19.5 - 25.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +22% Sharp, short and deadly. |
balanced dwarven-steel dagger of the mystic (18-24 power, 7 apr) balanced dwarven-steel dagger of the mystic (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Ego] Arcane/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +3 Wil +4 Mag dps ---------- Spell.pwr +7 (+4 eff.) Acc +5 (+1 eff.) ----- def ----- Defense +7 (+3 eff.) Disarm- +20% Sharp, short and deadly. |
vined mindstar of frost (6-6 power, 18 apr, nature damage) vined mindstar of frost (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+1 eff.) Melee+ 5 cold Dmg.mod +6% cold Res.pen +7% cold ----- def ----- Armour +6 Resists +8% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Corpsebow Corpsebow4.0 T2 longbow 2H weapon Reqs Shoot [Unique] Arcane/Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +7 On Hit: 25% Cyst Burst 1 On Hit: 25% Epidemic 1 While equipped: dps ---------- Spell.pwr +10 (+5 eff.) Ranged+ 20 blight Dmg.mod +20% blight On Hit (Ranged): * 40% chance to reduce strength, dexterity, and constitution by 13 ----- def ----- Disease- +50% A lost artifact of the Age of Dusk, the Corpsebow is filled with a lingering essence of that era's terrible plagues. Those struck by arrows fired from its rotten string find themselves afflicted by echoes of ancient sickness. |
mighty yew longbow of dexterity (+6) mighty yew longbow of dexterity (+6)4.0 T3 longbow 2H weapon Reqs Shoot [Ego] Master Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +8 While equipped: Stats +6 Str +6 Dex dps ---------- Phys.pwr +14 (+5 eff.) Res.pen +11% physical Longbows are used to shoot arrows at your foes. |
elven-wood longbow of enduring elven-wood longbow of enduring4.0 T4 longbow 2H weapon Reqs Shoot [Ego+] Nature Acc+ +0.2% crit chance (max 25%) Atk.spd 100% Range +9 While equipped: Stats +8 Wil +11 Con ----- def ----- Max.HP +15.00 Longbows are used to shoot arrows at your foes. |
Hare-Skin Sling Hare-Skin Sling4.0 T3 sling 1H weapon Reqs Shoot [Unique] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +10 While equipped: Stats +10 Lck dps ---------- Phys.crit +5.0% Mov.spd +20% ----- def ----- Defense +10 (+4 eff.) ---------- misc Masteries +0.20 Cunning/Survival Inertial Shot: Level 3.0 Pwr.cost 8 out of 8/8. Range melee/personal Travel.spd instantaneous Description: You fire a mighty shot at your target, doing 139% damage and knocking it back. The knockback chance increases with your Accuracy. This well-tended sling is made from the leather and sinews of a large hare. It feels smooth to the touch, yet very durable. Some say that the skin of a hare brings luck and fortune. Hard to tell if that really helped its former owner, but it's clear that the skin is at least also strong and reliable. |
quiver of ash arrows of persecution (14/14, 24-33 power, 7 apr) quiver of ash arrows of persecution (14/14, 24-33 power, 7 apr)3.0 T2 arrow ammo [Ego] Disrupt Power 23.5 - 32.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 14 Against +11% Unliving +15% Unnatural Arrows are used with bows to pierce your foes to death. |
blazing pouch of steel shots of wind (12/12, 18-21 power, 2 apr) blazing pouch of steel shots of wind (12/12, 18-21 power, 2 apr)3.0 T2 shot ammo [Ego] Nature Power 17.5 - 21.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 12 Proj.spd +200% Ranged+ +12 fire On Crit.r2 +6 fire On Hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 132 physical damage Shots are used with slings to pummel your foes to death. |
deadly pouch of dwarven-steel shots of accuracy (0/20, 40-48 power, 3 apr) deadly pouch of dwarven-steel shots of accuracy (0/20, 40-48 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 40.0 - 48.0 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Acc +12 Apr +3 Crit +5.0% Capacity 20 Shots are used with slings to pummel your foes to death. |
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 (+3 eff.) Rng.Def +8 (+3 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. |
icy dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 74 block) icy dwarven-steel shield of fire resistance (+18%) (0 def, 6 armour, 74 block)7.0 T3 shield armor Reqs Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 9 cold Melee Ret 3 ice ----- def ----- Armour +6 Fatigue +8% Resists +18% fire ---------- misc Talents +1 Block Handheld deflection devices. |
steel mail armour of resilience (2 def, 6 armour) steel mail armour of resilience (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Max.HP +20.00 A suit of armour made of mail. |
steel plate armour of command (5 def, 13 armour) steel plate armour of command (5 def, 13 armour)17.0 T2 massive armor Reqs Massive armour training [Ego+] Psionic While equipped: Stats +2 Cun ----- def ----- Armour +13 Defense +5 (+2 eff.) Fatigue +22% Mind.save +12 (+6 eff.) A suit of armour made of metal plates. |
prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour) prismatic dwarven-steel plate armour of lightning resistance (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +11 Fatigue +22% Resists +17% lightning +15% light +12% darkness A suit of armour made of metal plates. |
hardened leather belt of the giants hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Spell.save +5 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
insulating hardened leather belt of carrying insulating hardened leather belt of carrying1.0 T3 belt armor [Ego] Arcane/Master While equipped: ----- def ----- Fatigue -4% Resists +7% cold +7% fire ---------- misc Max.enc +27 A belt that goes around your waist. |
Boltkin (0 def, 3 armour) Boltkin (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: dps ---------- Mind.crit +7% Mind.pwr +15 (+5 eff.) Res.pen +10% blight +10% lightning Melee Ret 2 lightning ----- def ----- Armour +3 ---------- misc Stam/turn +0.50 Max.stam +22.00 Max.psi +40.00 A pair of boots made of leather. |
pair of hardened leather boots (0 def, 3 armour) pair of hardened leather boots (0 def, 3 armour)2.0 T3 feet armor [Normal] While equipped: ----- def ----- Armour +3 A pair of boots made of leather. |
pair of hardened leather boots 'Airgash' (0 def, 3 armour) pair of hardened leather boots 'Airgash' (0 def, 3 armour)2.0 T3 feet armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +27% lightning Res.pen +13% darkness +13% temporal On Hit (Melee): * 20% chance to reduce armor by 23% ----- def ----- Armour +3 Resists +6% lightning +18% temporal +18% darkness Def/telep +17 Res/telep +15% Dur/telep +13% A pair of boots made of leather. |
grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour) grounding pair of dwarven-steel boots of tirelessness (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Fatigue +3% Resists +7% lightning +6% temporal ---------- misc Stam/turn +0.50 Max.stam +20.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots 'Elith' (0 def, 4 armour) pair of dwarven-steel boots 'Elith' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: Stats +5 Str dps ---------- Spell.pwr +6 (+3 eff.) Mind.pwr +10 (+3 eff.) ----- def ----- Armour +4 Fatigue +3% Resists +9% temporal Crit.chn- 10.00% Die.at -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Eclipsewinter (0 def, 2 armour) Eclipsewinter (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +4 Cun +4 Dex dps ---------- Res.pen +15% darkness Acc +7 (+2 eff.) Apr +8 ----- def ----- Armour +2 Heal.mod +15% Blind- +10% Cut- +10% Silence- +20% Disarm- +20% Unarmed combat: Power 16.0 - 17.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +10 Crit +3.0% Atk.spd 125% On Hit: 15% Perfect Strike 3 Steady Shot: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Lisalrawen (20 def, 2 armour) Lisalrawen (20 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee+ 5 lightning Dmg.mod +5% lightning Res.pen +5% temporal ----- def ----- Armour +2 Defense +20 (+7 eff.) Resists +7% lightning +9% acid Max.HP +20.00 Heal.mod +5% Knockbk- +10% Unarmed combat: Power 16.5 - 18.2 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Crit.r2 +10 lightning On Hit: 10% Lightning Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
polar drakeskin leather gloves of dexterity (+4) (0 def, 3 armour) polar drakeskin leather gloves of dexterity (+4) (0 def, 3 armour)1.0 T4 hands armor [Ego] Nature/Master While equipped: Stats +4 Dex dps ---------- Melee+ 9 cold Dmg.mod +4% cold Acc +13 (+4 eff.) ----- def ----- Armour +3 Resists +5% cold Unarmed combat: Power 28.0 - 30.8 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit chance (max 25%) Acc +7 Apr +5 Crit +11.0% Atk.spd 125% On Crit.r2 +5 ice On Hit: 10% Ice Breath 5 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Flowerwire the hardened leather cap (0 def, 6 armour) Flowerwire the hardened leather cap (0 def, 6 armour)2.0 T3 head armor [Rare] Master While equipped: dps ---------- Dmg.mod +6% nature Res.pen +25% fire +10% mind +10% nature Melee Ret 8 mind ----- def ----- Armour +6 Fatigue +3% ---------- misc Infravis +2 A cap made of leather. |
5 agate 5 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. |
3 spinel 3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 ametrine 3 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. |
4 citrine 4 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
3 topaz 3 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 amethyst 4 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. |
quartz 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. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
204 alchemist agate 204 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. |
iron pickaxe of endurance (dig speed 37 turns) iron pickaxe of endurance (dig speed 37 turns)3.0 T1 digger tool [Ego] Master While equipped: Stats +2 Str ----- def ----- Fatigue -4% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
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. |
ash totem of stinging 'Frostbrawn' [power 206] (27/15 cooldown) ash totem of stinging 'Frostbrawn' [power 206] (27/15 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% cold Melee Ret 2 temporal ----- def ----- Resists +6% blight +18% acid Sting an enemy dealing 206 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to increase all damage by 10% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
soothing ash totem of healing [power 182] (27/15 cooldown) soothing ash totem of healing [power 182] (27/15 cooldown)2.0 T2 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to heal for 40. Natural totems are made by powerful wilders to store nature power. |
powerful elm wand of lightning storm [power 110] (27/15 cooldown) powerful elm wand of lightning storm [power 110] (27/15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Puts all charms on 15 cooldown 100% to increase all damage by 10% 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 Fisti Faustler the Cornac Brawler level 12
9th Flare 122nd year of Ascendancy at 08:31 see stats
By Fisti Faustler the Cornac Brawler level 20
20th Regrowth 123rd year of Ascendancy at 08:54 see stats
By Fisti Faustler the Cornac Brawler level 10
1st Summertide 122nd year of Ascendancy at 17:26 see stats
By Fisti Faustler the Cornac Brawler level 20
18th Regrowth 123rd year of Ascendancy at 20:36 see stats
By Fisti Faustler the Cornac Brawler level 17
4th Allure 123rd year of Ascendancy at 01:38 see stats
By Fisti Faustler the Cornac Brawler level 9
4th Mirth 122nd year of Ascendancy at 11:02 see stats
By Fisti Faustler the Cornac Brawler level 14
22nd Haze 122nd year of Ascendancy at 10:15 see stats
By Fisti Faustler the Cornac Brawler level 16
46th Haze 122nd year of Ascendancy at 05:20 see stats
Log
Onilug casts Curse of Vulnerability.
Fisti Faustler is cursed.
Fisti Faustler uses Infusion: Movement.
Fisti Faustler is moving at extreme speed!
Fisti Faustler drains life from Skeleton master archer!
Fisti Faustler drains life from Onilug!
Fisti Faustler receives 3 healing from Onilug.
Fisti Faustler hits Onilug for 22 fire damage.
Fisti Faustler hits Skeleton master archer for 22 fire damage.
Fisti Faustler receives 3 healing from Skeleton master archer.
Fisti Faustler throws two quick punches.
Fisti Faustler slows down.
Fisti Faustler performs a melee critical strike against Skeleton master archer!
Fisti Faustler misses Skeleton master archer.
Grave wight's glacial vapour area effect hits Fisti Faustler for (12 flat reduction), (17 absorbed), 0 cold (0 total damage).
Fisti Faustler hits Skeleton master archer for 145 physical damage.
Onilug casts Drain.
Your shield crumbles under the damage!
The shield around Fisti Faustler crumbles.
Fisti Faustler killed Skeleton master archer!
Onilug hits Fisti Faustler for (12 flat reduction), (136 absorbed), 66 blight (66 total damage).
Fisti Faustler drains life from Onilug!
Fisti Faustler receives 3 healing from Onilug.
Fisti Faustler hits Onilug for 22 fire damage.
Fisti Faustler uses Butterfly Kick.
Onilug casts Soul Rot.
Fisti Faustler speeds up.