Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
| Addons | Items Vault 1.6.0Donators/Buyers bonus! Allow Respec Anywhere 1.2.3Possessor Bonus Class 1.6.6Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ashes of Urh'Rok 1.6.7Official 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:
Thick Tactical Borders 1.0.1This is a simple mod that removes the tactical border from normal monsters and makes the named/boss monster borders slightly easier to see. This will only effect ascii mode. Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Better Item Description 1.6.6This 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 Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Drem |
| Class | Solipsist |
| Level / Exp | 37 / 28% |
| Size | big |
| Lifes / Deaths | Killed by Slasul at level 37 on the 2nd Voratun 123rd year of Ascendancy at 21:38 / 1 |
| Antimagic | Follower |
Primary Stats
| Strength | 108 (base 33) |
| Dexterity | 18 (base 10) |
| Constitution | 26 (base 10) |
| Magic | 15 (base 10) |
| Willpower | 77.40145807413 (base 60) |
| Cunning | 72.40145807413 (base 60) |
Resources
| Life | -346/944 |
| Equilibrium | 30 |
| Psi | 0/506 |
| Healing Factor | 1.5024489795919 |
| Regeneration | 205.71959059966 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +73.65599939693% |
Vision
| Sight | 10 |
| Lite | 9 |
| Infravision | 5 |
| See Stealth | 39.376867394392 |
| See Invisible | 39.376867394392 |
Offense: Mainhand
| Damage | 97 |
| Accuracy | 52 |
| Crit Chance | 27% |
| APR | 58 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 111 |
| Accuracy | 52 |
| Crit Chance | 28% |
| APR | 72 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 15 |
| Crit Chance | 20% |
| Speed | 1 |
Offense: Mind
| Mindpower | 63 |
| Crit Chance | 29% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +10% |
| Acid | +5% |
| Darkness | +9% |
| Cold | +20% |
| Mind | +9% |
| Physical | +35% |
| Fire | -2% |
| All | 0% |
Offense: Damage Penetration
| Lightning | +8% |
| Acid | +6% |
| Darkness | +10% |
| Physical | +23% |
| Cold | +4% |
| Fire | +25% |
Defense: Base
| Armour (hardiness) | 42.551211628464 (74.117647058824%) |
| Defense | 9 |
| Ranged Defense | 9 |
| Fatigue | 0 |
| Physical Save | 47.83 |
| Spell Save | 42.44 |
| Mental Save | 64 |
Defense: Resistances
| Acid | + 38%( 70%) |
| Blight | + 37%( 70%) |
| Physical | + 40%( 70%) |
| Cold | + 55%( 70%) |
| All | + 4%( 70%) |
| Darkness | + 28%( 70%) |
| Light | + 29%( 70%) |
| Lightning | + 21%( 70%) |
| Fire | + 19%( 70%) |
| Nature | + 41%( 70%) |
Defense: Immunities
| Disarm Resistance | 61% |
| Confusion Resistance | 30% |
| Stun Resistance | 29% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 32% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 214 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 39% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 538 life over 5 turns. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: PrimalUse mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to heal for 18% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 3 each turn for 4 turns. Its effects scale with your Willpower stat. |
Class Talents
| Psionic / Solipsism | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 3/5 |
| Psionic / Thought-Forms | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Dream Smith | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 1/5 |
| Psionic / Psychic Assault | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Nightmare | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
| Psionic / Slumber | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Distortion | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Generic Talents
| Wild-gift / Fungus | 1.17 |
| 5/5 |
| 3/5 |
| 1/5 |
| 0/5 |
| Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Mindstar mastery | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Psionic / Mentalism | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
| Psionic / Feedback | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 1/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Wild-gift / Antimagic | 1.00 |
| 3/5 |
| 1/5 |
| 5/5 |
| 1/5 |
| Psionic / Dreaming | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
| talent | Lucid Dreamer |
| talent | Psiblades |
| detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
| detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
| detrimental effect | The more you use infusions, the longer they will take to recharge (+1 cooldowns). Infusion Saturation |
| detrimental effect | The target is poisoned, taking 92.33 nature damage per turn. Poison |
| detrimental effect | This creature has fallen into a solipsistic state and is caught up in its own egoic thoughts (-36% global speed). Solipsism |
| detrimental effect | Target is drenched with magical water, halving its stun resistance. Wet |
| beneficial effect | A flow of life spins around the target, regenerating 107.63 life per turn. Regeneration |
| beneficial effect | You gain 27% resistance against cold, nature and light. Resolve |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
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 |
Protector Myssil has requested that you go at once to the ruins on the eastern shores of the sea of Sash to rescue a party of Krogs taken by necromancers filth. Cleaning the trashSave our people and show the evildoers the wrongness of their way. Permanently. * You have killed the necromancers and saved all of the Krogs, well done Ziguranth! | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | done |
You successfully escorted the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell)As a reward you improved talent Nature's Touch (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Trollmire. Escort: lone alchemist (level 2 of Trollmire)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 5 of Dreadfell. Escort: lone alchemist (level 5 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 8 of Dreadfell. Escort: lone alchemist (level 8 of Dreadfell)As a reward you improved talent Psiblades (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved talent Resonance Field (+1 level(s)). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved talent Conversion (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Norgos Lair. Escort: lost sun paladin (level 2 of Norgos Lair)As a reward you improved talent Telekinetic Leap (+1 level(s)). | done |
You successfully escorted the lost tinker to the recall portal on level 2 of Old Forest. Escort: lost tinker (level 2 of Old Forest)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You failed to protect the lost warrior from death by Double. Escort: lost warrior (level 3 of Dreadfell) | failed |
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 fire dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 372. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest. You have been shown a secret entrance to his stronghold. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed xorn fragment. * You've found the needed faerlhing fang. * You've found the needed vial of greater demon bile. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed honey tree root. * You've found the needed snow giant kidney. Marus of Elvala has completed an elixir of mastery without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * You've found the needed orc heart. * You've found the needed vial of fire wyrm saliva. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | active |
You have been invited to join a group called the Ziguranth, dedicated to opposing magic. The Curse of Magic | done |
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! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
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 |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* Find a Blood-Runed Athame. * Find a Resonating Diamond. | active |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | Boots of the Hunter (2 def, 12 armour)3.0 T4 feet armor [Unique] Psionic While equipped: dps ---------- Phys.pwr +12 (+3 eff.) Apr +15 ----- def ----- Armour +12 Defense +2 (+2 eff.) Fatigue +8% Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) Max.HP +80.00 Stun/Frz- +40% ---------- misc Masteries +0.20 Cunning/Trapping +0.20 Cursed/Endless hunt +0.20 Cursed/Predator Boost movement speed by 300% for up to 5 turns (or until you perform a non-movement action). Uses 32 power out of 32/32 Activation is instant. These cracked boots are caked with a thick layer of mud. It isn't clear who they previously belonged to, but they've clearly seen extensive use. |
| Light source | Stokespitter the alchemist's lamp1.0 T3 lite [Rare] Master While equipped: dps ---------- Mind.crit +2% Mind.pwr +10 (+2 eff.) Dmg.mod +9% mind Res.pen +20% fire ----- def ----- Resists +12% acid Mind.save +18 (+5 eff.) ---------- misc Max.psi +40.00 Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
| On head | warlord's hardened leather cap of the depths (0 def, 3 armour)2.0 T3 head armor [Ego+] Nature While equipped: Stats +4 Str +3 Wil dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Armour +3 Fatigue +3% Resists +5% cold +7% physical Phys.save +7 (+2 eff.) ---------- misc Breathe water A cap made of leather. |
| On hands | heroic hardened leather gloves of the iron hand (0 def, 6 armour)1.0 T2 hands armor [Ego++] Master While equipped: Stats +3 Str +3 Wil +2 Con ----- def ----- Armour +6 Mind.save +8 (+2 eff.) Max.HP +55.00 Disarm- +30% ---------- misc Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Shockpyre the elm totem of summon tentacle [power 105] (25 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +2 Dex dps ---------- Phys.crit +5.0% Dmg.mod +6% physical Res.pen +15% physical Melee Ret 4 lightning ----- def ----- Mind.save +18 (+5 eff.) ---------- misc Max.hate +4.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 250 Base Damage: 114 Armor: 6 All Resist: 1 Puts all charms on 25 cooldown 100% to heal for 46. Natural totems are made by powerful wilders to store nature power. |
| On fingers | gladiator's copper ring of life0.1 T1 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +5 Con dps ---------- Phys.pwr +7 (+2 eff.) ----- def ----- Max.HP +44.00 HP.reg +5.00 Heal.mod +11% Rings can have magical properties. |
| On fingers | gladiator's gold ring of life0.1 T3 ring jewelry [Ego++] Nature/Master While equipped: Stats +5 Str +6 Con dps ---------- Phys.pwr +8 (+2 eff.) ----- def ----- Max.HP +45.00 HP.reg +7.00 Heal.mod +13% Rings can have magical properties. |
| Around neck | Berukan the Obsidianminister0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +9% darkness Res.pen +10% darkness Melee Ret 4 acid 10 darkness ----- def ----- Resists +12% acid +15% darkness ---------- misc Masteries +0.17 Wild-gift/Fungus Amulets can have magical properties. |
| In main hand | caller's thorny mindstar of storms (8.5-9.35 power, 43 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego++] Nature Power 8.5 - 9.4 Mind Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +43 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Str +3 Dex +3 Mag +5 Wil +5 Cun +2 Con dps ---------- Mind.crit +3% Mind.pwr +11 (+3 eff.) Melee+ 7 lightning Dmg.mod +5% acid +7% physical +10% cold +10% lightning +8% fire Res.pen +6% acid +4% physical +4% cold +8% lightning +5% fire ----- def ----- Resists +9% lightning Heal/summ +21 ---------- misc Max.summ +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
| Around waist | Hindur1.0 T3 belt armor [Rare] Master While equipped: Stats +1 Str +2 Dex dps ---------- Phys.pwr +15 (+4 eff.) S.pwr/crit +8 Dmg.mod +9% physical ----- def ----- Resists +4% physical +9% cold +9% fire ---------- misc Stam/turn +2.00 Mana/s.crit +2.00 A belt that goes around your waist. |
| In off hand | gifted pulsing mindstar of sand (14-15.4 power, 57 apr, mind damage)3.0 T4 mindstar 1H weapon [Ego+] Nature Power 14.0 - 15.4 Mind Uses 90% Wil, 54% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +57 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +25 (+6 eff.) Melee+ 7 physical Dmg.mod +13% physical Res.pen +4% physical ----- def ----- Resists +14% physical ---------- 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. |
| Cloak | restorative cashmere cloak of the hunter (2 def, 0 armour)2.0 T3 cloak armor [Ego++] Nature While equipped: dps ---------- Acc +26 (+11 eff.) ----- def ----- Defense +2 (+2 eff.) Fatigue -7% Resists +12% nature +13% blight Max.HP +62.00 HP.reg +4.00 Heal.mod +14% ---------- misc Max.stam +21.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | radiant stralite plate armour of the dragon (0 def, 13 armour)17.0 T4 massive armor [Ego++] Nature While equipped: Stats +2 Wil ----- def ----- Armour +13 Fatigue +22% Resists +11% acid +13% physical +10% darkness +21% blight +7% fire +9% lightning +13% cold Disarm- +31% Stun/Frz- +28% Knockbk- +32% ---------- misc Light +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
stabilizing gold amulet of constitution (+4)0.1 T3 amulet jewelry [Ego] Nature While equipped: Stats +4 Con ----- def ----- Resists +13% temporal Pinning- +34% Knockbk- +23% Amulets can have magical properties. |
Inertial Twine0.1 T3 ring jewelry [Unique] Master/Psionic While equipped: Stats +4 Str +8 Wil dps ---------- Dmg.mod +5% physical ----- def ----- Armour +5 Resists +5% physical Phys.save +12 (+3 eff.) Knockbk- +100% This double-helical ring seems resistant to attempts to move it. Wearing it seems to extend this property to your entire body. |
Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +2.00 Stun/Frz- +20% Rings can have magical properties. |
sneakthief's copper ring of misery0.1 T1 ring jewelry [Ego++] Master/Psionic While equipped: Stats +7 Cun +5 Dex dps ---------- Melee+ 6 physical Ranged+ 6 physical Acc +6 (+3 eff.) On Hit (Melee): * 11% chance to reduce all saves and defense by 36 On Hit (Ranged): * 11% chance to reduce all saves and defense by 36 ---------- misc Hate/m.crit +2.00 Max.hate +6.00 Bleeding Edge: Puts all charms on 20 cooldown Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. Rings can have magical properties. |
mighty elven-wood longbow of fire4.0 T4 longbow 2H weapon Reqs Dex 35 Shoot [Ego] Arcane/Master Acc+ +0.3% crit chance (max 25%) Atk.spd 100% Range +9 Ranged+ +18 fire While equipped: Stats +5 Str dps ---------- Phys.pwr +12 (+3 eff.) Dmg.mod +21% fire Longbows are used to shoot arrows at your foes. |
Bloomsoul (8-8.8 power, 13 apr, nature damage)3.0 T2 mindstar 1H weapon [Unique] Nature Power 8.0 - 8.8 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +13 Crit +7.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +4% Mind.pwr +8 (+2 eff.) ----- def ----- HP.reg +2.00 Heal.mod +20% ---------- misc Masteries +0.30 Wild-gift/Fungus Bloom Heal: (Instant) Level 1.0 Pwr.cost 40 out of 40/40. Range melee/personal Travel.spd instantaneous Description: Call upon the power of nature to regenerate your body for 46 life every turn for 6 turns. The life healed will increase with the Willpower stat. Pristine flowers coat the surface of this mindstar. Touching it fills you with a sense of calm and refreshes your body. |
Charged Focus (10-11 power, 24 apr, lightning damage)3.0 T3 mindstar 1H weapon [Unique] Nature/Psionic You feel two unconnected psionic channels on this item. Power 10.0 - 11.0 Lightning Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +24 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +6% Mind.pwr +12 (+3 eff.) Dmg.mod +15% lightning Res.pen +9% lightning ----- def ----- Resists +15% lightning Mind.save +9 (+3 eff.) ---------- misc Max.psi +30.00 Talents +1 Psionic Maelstrom Masteries +0.15 Psionic/Charged mastery Electrical energies are focussed in the core of this mindstar. |
wrathful pulsing mindstar of clarity (12-13.2 power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon [Ego+] Nature/Psionic Power 12.0 - 13.2 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.3% crit chance (max 25%) Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +10% Mind.pwr +8 (+2 eff.) ----- def ----- Mind.save +6 (+2 eff.) ---------- misc Hate/m.crit +3.00 Psi/m.crit +3.00 Max.psi +40.00 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. |
surging elven-wood magestaff of might (25-30 power, 5 apr, fire element)5.0 T4 staff 2H weapon Reqs Mag 35 [Ego] Arcane Power 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% proc dam (max 250%) Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+8 eff.) S.pwr/crit +8 Dmg.mod +25% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
acidic deep-steel trident of ruin (28.5-45.6 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Master Power 28.5 - 45.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 26 damage over 5 turns and reducing armor and accuracy by 4 While equipped: dps ---------- Phys.crit +12.0% Crit.mult +27.00% Apr +12 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
arcing orite trident of massacre (55.5-88.8 power, 13 apr)3.0 T4 trident 2H weapon [Ego] Arcane/Master Power 55.5 - 88.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 16 damage A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of erosion (41-65.6 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +21 nature On Crit.r2 +63 fire While equipped: dps ---------- All.spd +7% Res.pen +19% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
blazebringer's orite trident of evisceration (39.5-63.2 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Nature/Master Power 39.5 - 63.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit.r2 +58 fire On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +13.0% Phys.pwr +13 (+3 eff.) All.spd +6% Res.pen +21% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental deep-steel trident of daylight (28-44.8 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane Power 28.0 - 44.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% Melee+ +17 light Against +21% Undead On Hit: * Create an explosion dealing 16 fire damage (1/turn) While equipped: dps ---------- Dmg.mod +24% fire Res.pen +14% fire A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental deep-steel trident of massacre (42-67.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Arcane/Master Power 42.0 - 67.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Hit: * Create an explosion dealing 16 acid damage (1/turn) While equipped: dps ---------- Dmg.mod +27% acid Res.pen +19% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of crippling (39-62.4 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Arcane/Master Power 39.0 - 62.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 16 cold damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +14.0% Dmg.mod +10% cold Res.pen +19% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of crippling (37.5-60 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Arcane/Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 16 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +17.0% Dmg.mod +27% lightning Res.pen +27% lightning A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
elemental orite trident of the mystic (36.5-58.4 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Arcane Power 36.5 - 58.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 16 acid damage (1/turn) While equipped: Stats +9 Mag +7 Wil dps ---------- Spell.pwr +12 (+8 eff.) Dmg.mod +30% acid Res.pen +24% acid A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
enhanced deep-steel trident of massacre (44.5-71.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 44.5 - 71.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: Stats +10 Str +12 Dex +12 Mag +5 Wil +7 Cun +9 Con A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident (40.5-64.8 power, 13 apr)3.0 T4 trident 2H weapon [Normal] Power 40.5 - 64.8 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
orite trident of torment (37-59.2 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Psionic Power 37.0 - 59.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's deep-steel trident of massacre (38.5-61.6 power, 10 apr)3.0 T3 trident 2H weapon [Ego+] Nature/Master Power 38.5 - 61.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +33 lightning +21 cold While equipped: dps ---------- Mov.spd +43% Res.pen +20% lightning +17% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
stormbringer's deep-steel trident of torment (27-43.2 power, 10 apr)3.0 T3 trident 2H weapon [Ego++] Nature/Psionic Power 27.0 - 43.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% On Crit.r2 +31 lightning +26 cold On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: dps ---------- Mov.spd +53% Res.pen +10% lightning +12% cold A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking deep-steel trident of shearing (26.5-42.4 power, 10 apr)3.0 T3 trident 2H weapon [Ego++] Master Power 26.5 - 42.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +10 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Res.pen +12% all +14% physical Acc +26 (+11 eff.) Apr +24 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of erosion (39.5-63.2 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature/Master Power 39.5 - 63.2 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +17 nature While equipped: dps ---------- Res.pen +16% physical Acc +19 (+9 eff.) Apr +14 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of erosion (40-64 power, 13 apr)3.0 T4 trident 2H weapon [Ego+] Nature/Master Power 40.0 - 64.0 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% Melee+ +20 nature While equipped: dps ---------- Res.pen +10% physical Acc +21 (+10 eff.) Apr +16 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of ruin (41-65.6 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +13.0% Crit.mult +34.00% Res.pen +13% physical Acc +23 (+10 eff.) Apr +23 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
truestriking orite trident of shearing (41.5-66.4 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 41.5 - 66.4 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +13% physical +9% all Acc +50 (+19 eff.) Apr +20 A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
warbringer's orite trident of evisceration (41-65.6 power, 13 apr)3.0 T4 trident 2H weapon [Ego++] Master Power 41.0 - 65.6 Physical Uses 120% Str Mastery Exotic Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +13 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 287 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Con dps ---------- Phys.crit +13.0% Phys.pwr +27 (+6 eff.) Res.pen +13% physical ----- def ----- Disarm- +34% A two-handed massive trident. Tridents require the exotic weapons mastery talent to use correctly. |
Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
Cloth of Dreams (10 def, 0 armour)2.0 T4 cloak armor [Unique] Psionic While equipped: Stats +6 Cun +5 Wil dps ---------- Mind.pwr +6 (+1 eff.) ----- def ----- Defense +10 (+10 eff.) Resists +15% mind Phys.save +10 (+2 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+3 eff.) ---------- misc Masteries +0.10 Psionic/Dreaming +0.10 Psionic/Slumber The wearer is asleep. Lucid Dreamer: May act while sleeping Slumber: Level 3.9 Pwr.cost 10 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts the target into a deep sleep for 4 turns, rendering it unable to act. Every 70 points of damage the target suffers will reduce the effect duration by one turn. When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. The damage threshold will scale with your Mindpower. Touching this cloak of otherworldly fabric makes you feel both drowsy yet completely aware. |
cashmere cloak of protection (2 def, 0 armour)2.0 T3 cloak armor [Ego] Arcane While equipped: ----- def ----- Defense +2 (+2 eff.) Spell.save +9 (+3 eff.) Mind.save +9 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
drakeskin leather gloves of regeneration (0 def, 3 armour)1.0 T4 hands armor [Ego+] Nature While equipped: ----- def ----- Armour +3 HP.reg +3.60 ---------- misc Stam/turn +0.90 Psi/turn +0.38 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. |
Eye of the Forest (8 def, 0 armour)2.0 T3 head armor [Unique] Nature While equipped: Stats +6 Cun +8 Wil dps ---------- Dmg.mod +20% nature Res.pen +15% nature ----- def ----- Defense +8 (+8 eff.) Mind.save +12 (+3 eff.) Blind- +100% ---------- misc Infravis +2 See.Stealth +15 See.Invis +15 Masteries +0.10 Wild-gift/Moss Earth's Eyes: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Using your connection to Nature, you can see your surrounding area in a radius of 8. Also, while meditating, you are able to detect the presence of creatures around you in a radius of 4. This leather cap is overgrown with a thick moss, except for around the very front, where an eye, carved of wood, rests. A thick green slime slowly pours from the corners of the eye, like tears. |
Malslek the Accursed's Hat (2 def, 0 armour)2.0 T4 head armor [Unique] Psionic While equipped: dps ---------- Mind.crit +10% Spell.pwr +10 (+7 eff.) Mind.pwr +15 (+4 eff.) Melee+ 30% gloom effects Dmg.mod +10% darkness +10% physical ----- def ----- Defense +2 (+2 eff.) Resists +20% fire Mind.save -10 (-2 eff.) Heal.mod -10% ---------- misc Hate/m.crit +2.00 Hate/kill +2.00 Max.hate +20.00 Masteries +0.20 Cursed/Punishments On Spell Hit: 10% Agony 2 On Mind Hit: 10% Hateful Whisper 2 This black hat once belonged to a powerful mage named Malslek, in the Age of Dusk, who was known to deal with beings from other planes. In particular, he dealt with many powerful demons, until one of them, tired of his affairs, betrayed him and stole his power. In his rage, Malslek set fire to his own tower in an attempt to kill the demon. This charred hat is all that remained in the ruins. |
6 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. |
4 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. |
11 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. |
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 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 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+8 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Item imbue powers: Defense +8 (+8 eff.) Phys.save +8 (+2 eff.) Spell.save +8 (+3 eff.) Mind.save +8 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+4 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
iron pickaxe 'Xyrialle' (dig speed 30 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +1 Str dps ---------- Phys.crit +1.0% Dmg.mod +6% mind +3% physical ----- def ----- Armour +4 Resists +3% blight +9% nature ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Forbidden Tome: "A View From The Gallery"2.0 T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
4 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. |
2 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+2 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
Summertide Phial1.0 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.(132 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
alchemist's lamp 'Gilibar'1.0 T3 lite [Rare] Nature While equipped: Stats +2 Mag +3 Wil +2 Cun +4 Con dps ---------- Dmg.mod +21% temporal ----- def ----- Defense +15 (+13 eff.) Resists +15% lightning +9% blight Die.at -60.00 life Max.HP +52.00 ---------- misc Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+1 eff.) ----- def ----- Mind.save +10 (+3 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.9 Pwr.cost 20 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 2 to sleep for 4 turns, rendering them unable to act. Every 17 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
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. |
Orb of Many Ways1.0 orb [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
5 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. |
ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 221.00 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
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. |
Rootsnake [power 81] (25 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% nature Res.pen +10% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 64% * 20% chance to reduce all saves and defense by 36 ----- def ----- Resists +15% mind ---------- misc Light +1 Setup a psionic shield, reducing all damage taken by 81 for 5 turns Puts all charms on 25 cooldown 100% to increase the duration of 3 beneficial effects by 2. Torques are made by powerful psionics to store psionic powers. |
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 (+3 eff.) Psionic Pull: Level 3.0 Pwr.cost 18 out of 35/35. Range melee/personal Travel.spd instantaneous Description: Pull all foes toward you in radius 5 while dealing 90 physical damage. The damage will increase with your mindpower. This heavy torque appears to draw nearby matter towards it. |
Chalyrazor [power 116] (15 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +3 Dex dps ---------- Crit.mult +10.00% Phys.pwr +5 (+2 eff.) Res.pen +10% physical ----- def ----- Defense +15 (+13 eff.) Sting an enemy dealing 99 nature damage over 7 turns and reducing their healing by 50% Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
Tree of Life2.0 T4 totem charm [Unique] Nature While equipped: Stats +7 Wil +6 Con dps ---------- Mind.pwr +7 (+2 eff.) Dmg.mod +20% nature ----- def ----- Resists +20% blight +20% nature Heal.mod +25% ---------- misc Masteries +0.10 Wild-gift/Call of the wild +0.10 Wild-gift/Harmony Heals all nearby living creatures by 5 points each turn. Take root increasing health by 300, armor by 20, and armor hardiness by 20% but rooting you in place for 4 turns. Uses 10 power out of 15/15 Activation is instant. This small tree-shaped totem is imbued with powerful healing energies. |
3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 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. |
amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 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 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. |
4 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. |
Achievements
A View From The Gallery (Nightmare (Roguelike) difficulty)
Briefly lived as a lowly halfling during the time of the Sher'tuls.By Double the Drem Solipsist level 34
12nd Stralite 123rd year of Ascendancy at 22:40 see stats
A dangerous secret (Nightmare (Roguelike) difficulty)
Found the mysterious staff and told Last Hope about it.By Double the Drem Solipsist level 33
1st Gold 123rd year of Ascendancy at 02:32 see stats
Against all odds (Nightmare (Roguelike) difficulty)
Killed Ukruk in the ambush.By Double the Drem Solipsist level 32
43rd Steel 123rd year of Ascendancy at 19:22 see stats
Antimagic! (Nightmare (Roguelike) difficulty)
Completed antimagic training in the Ziguranth camp.By Double the Drem Solipsist level 20
3rd Dearth 122nd year of Ascendancy at 08:59 see stats
Arachnophobia (Nightmare (Roguelike) difficulty)
Destroyed the spydric menace.By Double the Drem Solipsist level 36
25th Stralite 123rd year of Ascendancy at 20:19 see stats
Brave new world (Nightmare (Roguelike) difficulty)
Went to the Far East and took part in the war.By Double the Drem Solipsist level 35
21st Stralite 123rd year of Ascendancy at 17:23 see stats
Destroyer's bane (Nightmare (Roguelike) difficulty)
Killed Golbug the Destroyer.By Double the Drem Solipsist level 34
13rd Stralite 123rd year of Ascendancy at 18:46 see stats
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Double the Drem Solipsist level 18
24th Wealth 122nd year of Ascendancy at 12:16 see stats
Eye of the storm (Nightmare (Roguelike) difficulty)
Freed Derth from the onslaught of the mad Tempest, Urkis.By Double the Drem Solipsist level 27
12nd Iron 123rd year of Ascendancy at 12:11 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
Dispatched the Weirdling Beast and took possession of Yiilkgur, the Sher'Tul Fortress for your own usage.By Double the Drem Solipsist level 28
22nd Steel 123rd year of Ascendancy at 12:52 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Double the Drem Solipsist level 10
20th Profit 122nd year of Ascendancy at 03:44 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Double the Drem Solipsist level 20
27th Wealth 122nd year of Ascendancy at 10:02 see stats
Level 30 (Nightmare (Roguelike) difficulty)
Got a character to level 30.By Double the Drem Solipsist level 30
39th Steel 123rd year of Ascendancy at 02:54 see stats
Rescuer of the lost (Nightmare (Roguelike) difficulty)
Rescued the merchant from the assassin lord.By Double the Drem Solipsist level 18
20th Wealth 122nd year of Ascendancy at 13:46 see stats
Size matters (Nightmare (Roguelike) difficulty)
Did over 600 damage in one attack.By Double the Drem Solipsist level 27
21st Steel 123rd year of Ascendancy at 20:55 see stats
Sliders (Nightmare (Roguelike) difficulty)
Activated a portal using the Orb of Many Ways.By Double the Drem Solipsist level 34
18th Stralite 123rd year of Ascendancy at 18:10 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Double the Drem Solipsist level 8
15th Profit 122nd year of Ascendancy at 06:51 see stats
The Right thing to do (Nightmare (Roguelike) difficulty)
Did the righteous thing in the ring of blood and disposed of the Blood Master.By Double the Drem Solipsist level 26
3rd Shortage 122nd year of Ascendancy at 10:53 see stats
The secret city (Nightmare (Roguelike) difficulty)
Discovered the truth about mages.By Double the Drem Solipsist level 12
27th Profit 122nd year of Ascendancy at 15:02 see stats
Thralless (Nightmare (Roguelike) difficulty)
Freed at least 30 enthralled slaves in the slavers' compound.By Double the Drem Solipsist level 26
3rd Shortage 122nd year of Ascendancy at 05:07 see stats
Treasure Hoarder (Nightmare (Roguelike) difficulty)
Amassed 3000 gold pieces.By Double the Drem Solipsist level 32
43rd Steel 123rd year of Ascendancy at 08:56 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Double the Drem Solipsist level 19
26th Wealth 122nd year of Ascendancy at 17:10 see stats
Vampire crusher (Nightmare (Roguelike) difficulty)
Destroyed the Master in its lair of the Dreadfell.By Double the Drem Solipsist level 31
41st Steel 123rd year of Ascendancy at 20:22 see stats
Log
Slasul resists the dream forge!
Double's mind surges with critical power!
Double converts some damage to Psi!
Double mentally dismisses some damage!
Melee retaliation hits Double for (19 dismissed), 3 to psi, 4 light (7 total damage).
Double's Hammer Toss hits Slasul for 328 physical, 3 mind, 2 fire, 4 lightning, 6 physical (344 total damage).
Double's maelstrom pulls Slasul in!
Double converts some damage to Psi!
Poison from Slasul hits Double for 18 to psi, 24 nature (42 total damage).
Double's maelstrom hits Slasul for 55 physical damage.
Double receives 4 healing (5 psi heal).
Double gains 0% of a turn from Ancestral Life.
Slasul is freed from the demons.
Slasul's Inner Demon casts Arcane Reconstruction.
A shield forms around Slasul's Inner Demon.
Burning from Double hits Slasul for 1 fire damage.
Poison from Slasul's Inner Demon hits Slasul for 30 nature damage.
Slasul's Inner Demon receives 1111 healing.
Slasul casts Freeze.
Slasul's spell attains critical power!
Slasul is surging arcane power.
Double converts some damage to Psi!
Slasul hits Double for 105 to psi, 508 cold (613 total damage).
Double the level 37 drem solipsist was frozen and shattered into a million little shards to death by Slasul and perverted into a monstrous aberration as a warning to the surface on level 3 of Temple of Creation.
--------------------------------
Double is no longer attuned.
Double deactivates Lucid Dreamer.
Double deactivates Psiblades.
Double stops regenerating health quickly.
Double stops being poisoned.





































































































































