
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! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Myth's Tactical Borders 1.5.9This addon replaces the default tactical borders with a verson that more clearly shows the healthbars while making target identification quick and easy. +++ This addon only works for new characters, unless you edit your save file+++ Instructions for save file editing: Locate your save folder - (Generally in C:\users\*username*) ( The name of you save folder inside your *username* directory is T-Engine ) BACKUP YOUR T-Engine folder TO A SAFE LOCATION - ( You can copy and paste it on your desktop ) Inside your *username* directory, open your T-Engine folder Locate the line that looks like the following: Add inside the { } the following 'myth-minimalist-ui' so that it now looks like: ( Keep in mind the above will look different based on what addons you have installed ) Save your desc.lua and exit the file. EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit 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:
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:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: 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.
|
Campaign | Maj'Eyal |
Mode | Insane Adventure |
Sex | Female |
Race | Ogre |
Class | Writhing One |
Level / Exp | 41 / 17% |
Size | huge |
Lifes / Deaths | Killed by Xanigamira the giant red ant at level 10 on the 10th Mirth 122nd year of Ascendancy at 14:00 0 / 9Killed by Xerewyn the deformed wolf at level 13 on the 9th Flare 122nd year of Ascendancy at 03:41 Killed by Zuborath the forest troll at level 29 on the 2nd Decay 122nd year of Ascendancy at 22:42 Killed by worm that walks (servant of Insane Densau) at level 30 on the 3rd Decay 122nd year of Ascendancy at 04:01 Killed by Yvelle the stone troll at level 38 on the 46th Regrowth 123rd year of Ascendancy at 13:08 Killed by Aerynne the patchwork troll at level 38 on the 47th Regrowth 123rd year of Ascendancy at 06:59 Killed by Isanne the ghoul at level 38 on the 47th Regrowth 123rd year of Ascendancy at 16:55 Killed by Insane Densau's Inner Demon at level 40 on the 50th Regrowth 123rd year of Ascendancy at 05:24 Killed by Izietnt the quasit at level 41 on the 57th Regrowth 123rd year of Ascendancy at 22:33 |
Primary Stats
Strength | 75 (base 54) |
Dexterity | 14 (base 10) |
Constitution | 46 (base 33) |
Magic | 95 (base 60) |
Willpower | 26 (base 10) |
Cunning | 36 (base 28) |
Resources
Life | -282/1295 |
Mana | 300/420 |
Steam | 100/100 |
Insanity | 37/100 |
Healing Factor | 1.1567804250993 |
Regeneration | 9.5434385070692 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +22.60995032651% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 10 |
See Stealth | 32.617305437452 |
See Invisible | 49.617305437452 |
Offense: Mainhand
Damage | 216 |
Accuracy | 60 |
Crit Chance | 58% |
APR | 66 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 13% |
Speed | 1 |
Cooldown Reduction | 10 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Acid | +9% |
Blight | +18% |
Arcane | +9% |
Cold | +34% |
All | 0% |
Darkness | +94% |
Light | +15% |
Physical | +12% |
Lightning | +10% |
Fire | +29% |
Nature | +3% |
Offense: Damage Penetration
Physical | +34% |
Darkness | +16% |
Nature | +20% |
Temporal | +15% |
Lightning | +30% |
Arcane | +15% |
Acid | +15% |
All | 0% |
Defense: Base
Armour (hardiness) | 27 (30%) |
Defense | 36 |
Ranged Defense | 36 |
Fatigue | 7 |
Physical Save | 34 |
Spell Save | 50 |
Mental Save | 37 |
Defense: Resistances
Acid | + 24%( 70%) |
Blight | + 25%( 70%) |
Physical | + 21%( 70%) |
Cold | + 18%( 70%) |
All | + 10%( 70%) |
Darkness | + 52%( 70%) |
Light | + 28%( 70%) |
Temporal | + 24%( 70%) |
Lightning | + 26%( 70%) |
Fire | + 28%( 70%) |
Nature | + 26%( 70%) |
Defense: Immunities
Pinning Resistance | 0% |
Bleed Resistance | 60% |
Confusion Resistance | 10% |
Instadeath Resistance | 100% |
Poison Resistance | 60% |
Stun Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 718 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 17 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 50 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. |
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 672 life over 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 1022% 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 Magic stat. |
Class Talents
Demented / Tentacles | 1.30 |
| 5/5 |
| 2/5 |
| 5/5 |
| 1/5 |
Demented / Path of horror | 1.30 |
| 2/5 |
| 5/5 |
| 4/5 |
| 5/5 |
Demented / Disfigured face | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Friend of the worm | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Demented / Horrific body | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Demented / Controlled horrors | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Steamtech / Chemistry | 1.00 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Steamtech / Physics | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Race / Ogre | 1.00 |
| 1/5 |
| 5/5 |
| 2/5 |
| 2/5 |
Demented / Beyond sanity | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
Enter the caverns of Ardhungol and look for Sun Paladin Rashim. Eight legs of wonderBut be careful; those are not small spiders... | active |
You failed to protect the injured seer from death by Xildatta the white wolf. Escort: injured seer (level 2 of Daikara) | failed |
You successfully escorted the injured seer to the recall portal on level 3 of Old Forest. Escort: injured seer (level 3 of Old Forest)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Dreadfell. Escort: lost sun paladin (level 4 of Dreadfell)As a reward you improved talent Chant of Fortitude (+1 level(s)). | done |
You failed to protect the lost sun paladin from death by vampire. Escort: lost sun paladin (level 6 of Dreadfell) | failed |
You successfully escorted the lost tinker to the recall portal on level 8 of Dreadfell. Escort: lost tinker (level 8 of Dreadfell)As a reward you gained knowledge of tinker technology. | done |
You successfully escorted the lost warrior to the recall portal on level 7 of Dreadfell. Escort: lost warrior (level 7 of Dreadfell)As a reward you gained talent category Technique / Conditioning (at mastery 1.00). | done |
You successfully escorted the repented thief to the recall portal on level 1 of Daikara. Escort: repented thief (level 1 of Daikara)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You failed to protect the temporal explorer from death by Ivaldathra the patchwork troll. Escort: temporal explorer (level 1 of Lost Dwarven Kingdom of Reknor) | 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 Shardskin. * 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 |
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. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 has completed an elixir of the fox without your aid. You have aided Stire of Derth in creating an elixir of precision. You have aided Marus of Elvala in creating an elixir of mysticism. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed honey tree root. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed warg claw. * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' | 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! | done |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
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 your homeland 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 to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | ![]() 2.0 T5 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Phys.crit +6.0% Phys.pwr +5 (+1 eff.) Dmg.mod +3% nature +9% darkness Res.pen +5% darkness +5% nature Apr +9 On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +10 Resists +6% nature ---------- misc Spell.cld 10% Infravis +2 A pair of boots made of leather. |
Light source | ![]() 2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +6% lightning +9% fire +20% darkness +3% acid Res.pen +15% acid +5% lightning ----- def ----- Resists +3% lightning Max.HP +43.00 ---------- misc Light -1 Infravis +8 See.Invis +8 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. This item has been sent to the Item's Vault. |
On head | ![]() 2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Dex dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) Dmg.mod +10% darkness +12% physical Res.pen +25% lightning +15% physical Apr +3 ----- def ----- Armour +4 Defense +32 (+12 eff.) Resists +13% darkness +12% physical ---------- misc Stam/turn +2.00 Max.hate +10.00 A pointy cloth hat, very wizardly... |
Tool | ![]() 2.0 T5 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +12% light +15% fire ---------- misc Light +3 Wards +3 acid +4 light +5 mind +4 blight Talents +1 Ward Create a shield absorbing up to 464 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 20 cooldown 100% to increase all damage by 23% for 2 turns. 100% to increase the duration of 1 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | ![]() 0.1 T1 ring jewelry [Rare] Arcane While equipped: Stats +2 Str +5 Mag +5 Wil dps ---------- Phys.crit +4.0% Phys.pwr +20 (+3 eff.) Spell.pwr +6 (+1 eff.) Dmg.mod +3% light Apr +2 ----- def ----- Resists +12% acid Rings make your fingers look great! |
On fingers | ![]() 0.1 T3 ring jewelry [Unique] Arcane While equipped: Stats +6 Str +4 Mag +3 Cun +10 Con dps ---------- Phys.pwr +10 (+2 eff.) Spell.pwr +8 (+2 eff.) Res.pen +15% nature +15% temporal ----- def ----- Resists +12% nature Spell.save +13 (+4 eff.) ---------- misc Max.stam +15.00 Can be unequipped or rerolled. Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
Around waist | ![]() 1.0 T5 belt armor [Rare] Master While equipped: Stats +4 Str +5 Mag +3 Con dps ---------- Phys.pwr +11 (+2 eff.) Dmg.mod +9% arcane Res.pen +15% arcane ----- def ----- Resists +15% temporal Crit.chn- 15.00% Spell.save +15 (+5 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | ![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Arcane/Master Power 55.0 - 82.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +23 Crit +22.5% Atk.spd 100% Melee+ +21 light Against +23% Undead While equipped: Stats +5 Wil dps ---------- Phys.crit +13.0% Crit.mult +31.00% Spell.pwr +5 (+1 eff.) Res.pen +19% physical Acc +21 (+5 eff.) Apr +29 ----- def ----- Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Vim/s.crit +2.00 Massive two-handed mauls. |
On hands | ![]() 1.5 T4 hands armor Reqs Heavy armour training [Unique] Psionic While equipped: dps ---------- Melee+ 15 darkness 15 cold Dmg.mod +20% darkness +20% cold ----- def ----- Armour +5 Die.at -100.00 life Heal.mod -10% ---------- misc Max.hate +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Instill Fear: Level 3.0 Pwr.cost 20 out of 30/30. Range 8 Travel.spd instantaneous Is a mind power Description: Instill fear in your foes within 2 radius of a target location dealing 12.00 mind and 23.29 darkness damage and causing one of 4 possible fears that last for 8 turns. The targets can save vs your Mindpower to resist the effect. Fear effects improve with your Mindpower. Possible fears are: Paranoid: Gives the target an 15% chance to physically attack a nearby creature, friend or foe. If hit, their target will be afflicted with Paranoia as well. Despair: Reduces mind resist, mindsave, armour and defence by 14. Terrified: Deals 2.50 mind and 4.85 darkness damage per turn and increases cooldowns by 23%. Haunted: Causes the target to suffer 4.74 mind and 9.20 darkness damage for each detrimental mental effect every turn. Crafted for a warlord who wanted to keep his subjects under a stralite grip. Dark thoughts went into the making of these gauntlets, literally. |
Main armor | ![]() 9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Mag +2 Wil +3 Cun ----- def ----- Armour +8 Defense +12 (+5 eff.) Fatigue +7% Resists +16% blight +3% acid +12% darkness +15% lightning Mind.save +10 (+4 eff.) HP.reg +8.00 Poison- +60% Disease- +60% Cut- +60% ---------- misc Light +1 See.Invis +9 A suit of armour made of leather. |
Cloak | ![]() 2.0 T3 cloak armor [Random Unique] Master/Psionic While equipped: Stats +3 Wil dps ---------- Dmg.mod +17% darkness +9% cold Res.pen +11% darkness ----- def ----- Defense +7 (+4 eff.) Resists +20% fire +9% cold +20% light +22% darkness Phys.save +6 (+3 eff.) Mind.save +9 (+4 eff.) Stealth +11 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | ![]() 0.1 T4 amulet jewelry [Ego+] Arcane/Nature While equipped: Stats +6 Str +5 Mag dps ---------- Spell.crit +4% Spell.pwr +5 (+1 eff.) Dmg.mod +6% acid +5% fire +5% cold +4% lightning Amulets make your neck look great! |
Inventory
![]() 0.1 T1 implant scroll [Normal] Steamtech When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 1 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a steamtech power Description: Medical injector allows using therapeutics with 84% efficiency and cooldown mod of 100%. Implant on your skin.. Steamtech implants can be grafted on the users skin.. |
![]() 0.1 infusion scroll [Unique] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to heal for 13% of all damage taken (calculated before resistances) and reduce the duration of a random debuff by 2 each turn for 4 turns. Its effects scale with your Willpower stat. Inscribe your skin with the infusion. This wild infusion has evolved. |
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 460 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 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 Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 513 life over 5 turns. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 199.66 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd 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 33 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. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
![]() 0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 50 up to 8 times. Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
![]() 0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
![]() 0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% light +10% darkness Blind- +20% Amulets make your neck look great! |
![]() 0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Resists +22% cold Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane/Master While equipped: Stats +2 Str dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +4 Resists +22% darkness Rings make your fingers look great! |
![]() 0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +3 Mag ----- def ----- Spell.save +6 (+2 eff.) Rings make your fingers look great! |
![]() 0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Arcane/Master Power 20.5 - 30.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% On Hit.r1 +7 fire Massive two-handed battleaxes. |
![]() 3.0 T1 battleaxe 2H weapon [Ego] Master Power 21.5 - 32.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +4.5% Atk.spd 100% Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Ego] Master/Psionic Power 28.5 - 42.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +9 darkness Against +10% Living Massive two-handed battleaxes. |
![]() 3.0 T2 battleaxe 2H weapon [Random Unique] Nature/Master Power 29.0 - 43.5 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +12 nature On Hit.r1 +12 lightning While equipped: dps ---------- Acc +9 (+2 eff.) On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Defense +9 (+4 eff.) Resists +9% acid Disarm- +32% Massive two-handed battleaxes. |
![]() 5.0 T4 greatmaul 2H weapon [Random Unique] Master Power 55.5 - 83.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.5% Atk.spd 100% On Hit.r1 +16 blight While equipped: Stats +5 Dex dps ---------- Phys.spd +10% Dmg.mod +3% blight Res.pen +12% all Acc +62 (+16 eff.) Apr +13 ----- def ----- Defense +13 (+6 eff.) Resists +3% blight +6% temporal Disarm- +46% Massive two-handed mauls. |
![]() 5.0 T5 greatmaul 2H weapon [Random Unique] Nature/Psionic Power 68.5 - 102.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +3.0% Atk.spd 100% Melee+ +20 nature +12 fire On Crit.r2 +8 fire On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: Stats +16 Con +13 Wil dps ---------- Dmg.mod +6% darkness +6% fire ----- def ----- Resists +12% fire Max.HP +35.00 Massive two-handed mauls. |
![]() 3.0 T1 greatsword 2H weapon [Rare] Psionic Power 16.5 - 26.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 darkness Against +10% Living While equipped: dps ---------- Dmg.mod +9% light ----- def ----- Resists +6% acid +1% physical Def/telep +5 Res/telep +5% Dur/telep +5% Massive two-handed swords. |
![]() 3.0 T1 greatsword 2H weapon [Ego] Arcane/Master Power 27.0 - 43.2 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% On Crit: * Splash the target with acid dealing 188 damage over 5 turns and reducing armor and accuracy by 24 Massive two-handed swords. |
![]() 3.0 T2 greatsword 2H weapon [Ego] Master/Psionic Power 33.0 - 52.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% Melee+ +10 darkness Against +7% Living Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Arcane/Master Power 35.5 - 56.8 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 113 fire damage (1/turn) On Crit: * Wound the target dealing 352 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +10.0% Phys.pwr +12 (+2 eff.) Dmg.mod +16% fire Res.pen +14% fire Massive two-handed swords. |
![]() 3.0 T3 greatsword 2H weapon [Ego++] Nature/Master Power 36.5 - 58.4 Physical Uses 50% Mag, 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: Stats +10 Wil +12 Con dps ---------- Phys.pwr +10 (+2 eff.) Res.pen +10% physical ----- def ----- Max.HP +62.00 Disarm- +18% Massive two-handed swords. |
![]() 3.0 T1 longsword 1H weapon [Normal] Power 12.0 - 16.8 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
![]() 3.0 T2 longsword 1H weapon [Random Unique] Arcane/Psionic Power 14.0 - 19.6 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +7 temporal +9 mind +8 darkness Against +6% Living On Hit: * 14% chance to reduce all saves and defense by 20 While equipped: Stats +2 Cun +2 Wil dps ---------- Res.pen +5% light On Hit (Melee): * 10% chance to slow global speed by 46% ----- def ----- Resists +6% light +7% temporal ---------- misc Light +1 Sharp, long, and deadly. |
![]() 3.0 T3 longsword 1H weapon [Rare] Nature Power 23.0 - 32.2 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Crit.r2 +20 acid +19 nature On Hit: * 20% chance to reduce damage dealt by 17% * 10% chance to reduce all saves and defense by 20 While equipped: dps ---------- Res.pen +7% acid +14% nature Apr +9 On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% acid +15% lightning +6% blight Sharp, long, and deadly. |
![]() 3.0 T2 mace 1H weapon [Random Unique] Arcane/Master Power 13.5 - 18.9 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con dps ---------- Phys.crit +9.0% Dmg.mod +3% darkness Acc +6 (+2 eff.) ----- def ----- Defense +6 (+3 eff.) Die.at -20.00 life Disarm- +22% Blunt and deadly. |
![]() 3.0 T3 mace 1H weapon [Ego+] Master Power 25.0 - 35.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% While equipped: dps ---------- Res.pen +5% physical Acc +10 (+3 eff.) Apr +5 Blunt and deadly. |
![]() 3.0 T1 waraxe 1H weapon [Unique] Arcane Power 20.0 - 28.0 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +12.0% Atk.spd 100% HP.leech +10% Dmg.conv 25% blight While equipped: dps ---------- Dmg.mod +8% blight A small but sharp axe, with a handle made of polished bone. The blade has chopped through the skulls of many, and has been stained a deep crimson. |
![]() 3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Ego] Arcane/Master Power 20.5 - 28.7 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% On Hit.r1 +5 fire One-handed war axes. |
![]() 3.0 T2 waraxe 1H weapon [Rare] Master Power 22.5 - 31.5 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Phasing +30% While equipped: dps ---------- Phys.crit +2.0% ----- def ----- Phys.save +12 (+6 eff.) One-handed war axes. |
![]() 3.0 T4 waraxe 1H weapon [Rare] Master Power 34.5 - 48.3 Physical Uses 50% Mag, 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +6.5% Atk.spd 100% Melee+ +16 cold On Crit.r2 +20 cold While equipped: Stats +3 Mag dps ---------- Spell.pwr +15 (+4 eff.) Dmg.mod +24% arcane +18% blight Res.pen +13% physical Acc +20 (+5 eff.) Apr +13 ---------- misc Max.vim +40.00 One-handed war axes. |
![]() 3.0 T3 mindstar 1H weapon [Rare] Nature Power 8.5 - 9.4 Mind Uses 50% Wil, 50% Mag, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Melee+ +12 acid While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +18% acid +9% temporal Res.pen +25% temporal Melee Ret 8 acid ----- def ----- Phys.save +7 (+3 eff.) Spell.save +7 (+2 eff.) Mind.save +7 (+3 eff.) ---------- misc Equi/ret +1.70 Light +3 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. |
![]() 2.0 T3 cloth armor [Rare] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +8 (+4 eff.) Dmg.mod +19% darkness +20% physical Res.pen +13% physical +14% darkness +25% light ----- def ----- Defense +30 (+11 eff.) Resists +5% arcane +11% all HP.reg +4.00 ---------- misc Max.hate +8.00 Light +3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
![]() 17.0 T4 massive armor Reqs Massive armour training [Random Unique] Master While equipped: Stats +9 Str +2 Mag +10 Con dps ---------- S.pwr/crit +2 Dmg.mod +6% arcane ----- def ----- Armour +13 Fatigue +22% Resists +9% blight +19% fire Max.HP +119.00 ---------- misc Vim/s.crit +1.00 A suit of armour made of metal plates. |
![]() 1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Phys.pwr +2 (+0 eff.) Dmg.mod +12% darkness Res.pen +10% darkness ----- def ----- Resists +9% fire Spell.save +6 (+2 eff.) ---------- misc Size +1 A belt that goes around your waist. |
![]() 1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Str dps ---------- Phys.crit +3.0% Spell.pwr +3 (+1 eff.) Acc +15 (+4 eff.) Melee Ret 6 cold ----- def ----- Defense +5 (+3 eff.) Mind.save +6 (+3 eff.) A belt that goes around your waist. |
![]() 1.0 T2 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +15% A belt rumoured to have been worn by the Conclave healers. |
![]() 2.0 T1 cloak armor [Rare] Arcane While equipped: Stats +1 Mag +2 Wil dps ---------- Res.pen +5% fire ----- def ----- Defense +1 (+1 eff.) Resists +3% temporal Spell.save +5 (+1 eff.) Max.HP +60.00 ---------- misc Max.mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +3 Mag +3 Wil ----- def ----- Defense +2 (+1 eff.) Spell.save +10 (+3 eff.) ---------- misc Max.mana +54.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
![]() 2.0 T1 feet armor [Rare] Master While equipped: ----- def ----- Armour +1 Fatigue -5% Phys.save +6 (+3 eff.) Die.at -20.00 life Max.HP +40.00 HP.reg +4.00 Pinning- +10% ---------- misc Max.enc +22 A pair of boots made of leather. |
![]() 2.0 T3 feet armor [Random Unique] Master/Psionic While equipped: Stats +5 Dex +4 Wil +6 Cun +4 Con +10 Lck dps ---------- Dmg.mod +9% cold Melee Ret 2 nature 4 cold ----- def ----- Armour +3 Resists +3% nature +12% cold Phys.save +19 (+8 eff.) Spell.save +7 (+2 eff.) Mind.save +21 (+8 eff.) Stealth +7 A pair of boots made of leather. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +2% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 3.0 T1 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+2 eff.) Apr +1 ----- def ----- Armour +3 Fatigue +2% Resists +12% acid +5% fire +6% cold Phys.save +3 (+1 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
![]() 1.0 T1 hands armor [Rare] Master While equipped: Stats +2 Str +2 Wil +3 Cun dps ---------- Phys.pwr +6 (+1 eff.) Melee Ret 2 nature ----- def ----- Armour +3 ---------- misc Light +1 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. |
![]() 1.0 T4 hands armor [Ego++] Disrupt/Master While equipped: Stats +3 Str +4 Dex +4 Cun ----- def ----- Armour +3 Resists +13% blight +7% darkness +6% arcane Affinity +7% nature Phys.save +10 (+5 eff.) Spell.save +12 (+4 eff.) ---------- misc Cooldown Double Strike -1 Masteries +0.20 Wild-gift/Antimagic 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. |
![]() 1.5 T2 hands armor Reqs Heavy armour training [Random Unique] Arcane/Psionic While equipped: Stats +5 Mag +3 Wil dps ---------- Spell.pwr +5 (+1 eff.) Melee+ 7 darkness 10 arcane Dmg.mod +3% darkness +3% arcane Res.pen +10% light +15% fire Acc +5 (+1 eff.) ----- def ----- Armour +2 Fatigue +3% Resists +7% darkness +6% arcane Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +23% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
![]() 2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Mag dps ---------- Crit.mult +10.00% Spell.pwr +5 (+1 eff.) Dmg.mod +11% darkness Melee Ret 4 blight ----- def ----- Defense +1 (+1 eff.) Resists +16% darkness A pointy cloth hat, very wizardly... |
![]() 2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Mag +1 Con dps ---------- On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Armour +1 Fatigue +1% Resists +11% light +11% darkness A cap made of leather. |
![]() 3.0 T1 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 3.0 T3 head armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
![]() 0.0 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. |
![]() 0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+0 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+4 eff.) Spell.save +8 (+2 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+3 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 0.0 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. |
![]() 0.0 T5 white gem [Normal] While equipped: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Item imbue powers: Defense +10 (+5 eff.) Phys.save +10 (+5 eff.) Spell.save +10 (+3 eff.) Mind.save +10 (+4 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
![]() 0.0 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. |
![]() 1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(78 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
![]() 2.0 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +6 (+3 eff.) Max.HP +44.00 Heal.mod +13% ---------- 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. |
![]() 2.0 T1 lite [Ego] Nature While equipped: ----- def ----- Phys.save +5 (+2 eff.) Max.HP +43.00 Heal.mod +12% ---------- 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. |
![]() 1.0 T3 lite [Random Unique] Nature/Disrupt/Master While equipped: Stats +3 Con dps ---------- Dmg.mod +3% mind Res.pen +15% nature Melee Ret 4 nature On Hit (Melee): * 20% chance to slow global speed by 46% * 20% chance to reduce all saves and defense by 20 ----- def ----- Resists +8% blight +3% mind +3% all Spell.save +8 (+2 eff.) HP.reg +6.00 ---------- misc Light +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 1.0 T3 lite [Rare] Arcane While equipped: Stats +3 Cun dps ---------- Crit.mult +15.00% Dmg.mod +12% light Melee Ret 22 fire On Hit (Melee): * 20% chance to slow global speed by 46% ----- def ----- Resists +20% nature +8% fire Mind.save +9 (+4 eff.) ---------- misc Max.hate +10.00 Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
![]() 0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
![]() 3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +18% light Res.pen +10% mind Acc +4 (+1 eff.) On Hit (Melee): * 10% chance to reduce all saves and defense by 20 ----- def ----- Resists +3% darkness ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
![]() 3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
![]() 2.0 T5 misc tool [Unique] Arcane/Psionic While equipped: dps ---------- Spell.pwr +10 (+2 eff.) Mind.pwr +10 (+5 eff.) Melee+ 25 phys.bleed Dmg.mod +5% physical +10% temporal Melee Ret 25 phys.bleed ----- def ----- Resists +15% temporal Animate Blade: Level 5.0 Pwr.cost 15 out of 25/25. Range 10 Travel.spd instantaneous Is a spell Description: Open a hole in space, summoning an animated blade for 15 turns. Upon defeat, Ak'Gishil collapsed into this tiny rift. How it remains stable, you are unsure. If you focus, you think you can call forth a sword from it. This item has been sent to the Item's Vault. |
![]() 1.0 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. |
![]() 1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
![]() 2.0 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. |
![]() 2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
![]() 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. |
![]() 2.0 T2 totem charm [Random Unique] Nature While equipped: ----- def ----- Defense +10 (+5 eff.) Resists +1% physical Stun/Frz- +20% Heal yourself and all friendly characters within 10 spaces for 182 Puts all charms on 15 cooldown 100% to increase all damage by 13% for 2 turns. 100% to heal for 38. 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T3 totem charm [Random Unique] Nature While equipped: dps ---------- Crit.mult +5.00% S.pwr/crit +8 Phasing +30% ---------- misc Mana/turn +0.04 Mana/s.crit +2.00 Heal yourself and all friendly characters within 10 spaces for 242 Puts all charms on 15 cooldown 100% to increase all damage by 15% for 2 turns. 100% to cleanse 2 total effects of type disease, wound, or poison. 100% to heal for 54. Natural totems are made by powerful wilders to store nature power. |
![]() 2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +3% mind Phys.save +12 (+6 eff.) Heal.mod +10% Create a radius 3 storm for 5 turns. Each turn, creatures within take 38 lightning damage and will be dazed for 1 turn (193 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. 100% to gain a 14% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Insane Densau the Ogre Writhing One level 36
24th Regrowth 123rd year of Ascendancy at 18:34 see stats
By Insane Densau the Ogre Writhing One level 34
1st Allure 123rd year of Ascendancy at 21:12 see stats
By Insane Densau the Ogre Writhing One level 40
53rd Regrowth 123rd year of Ascendancy at 04:55 see stats
By Insane Densau the Ogre Writhing One level 25
46th Haze 122nd year of Ascendancy at 21:45 see stats
By Insane Densau the Ogre Writhing One level 18
35th Dusk 122nd year of Ascendancy at 15:13 see stats
By Insane Densau the Ogre Writhing One level 39
49th Regrowth 123rd year of Ascendancy at 03:08 see stats
By Insane Densau the Ogre Writhing One level 31
7th Decay 122nd year of Ascendancy at 10:42 see stats
By Insane Densau the Ogre Writhing One level 22
62nd Dusk 122nd year of Ascendancy at 05:02 see stats
By Insane Densau the Ogre Writhing One level 36
12nd Regrowth 123rd year of Ascendancy at 05:43 see stats
By Insane Densau the Ogre Writhing One level 30
3rd Decay 122nd year of Ascendancy at 20:42 see stats
By Insane Densau the Ogre Writhing One level 36
9th Regrowth 123rd year of Ascendancy at 07:38 see stats
By Insane Densau the Ogre Writhing One level 35
4th Allure 123rd year of Ascendancy at 03:18 see stats
By Insane Densau the Ogre Writhing One level 10
10th Mirth 122nd year of Ascendancy at 04:09 see stats
By Insane Densau the Ogre Writhing One level 20
55th Dusk 122nd year of Ascendancy at 23:01 see stats
By Insane Densau the Ogre Writhing One level 30
3rd Decay 122nd year of Ascendancy at 03:39 see stats
By Insane Densau the Ogre Writhing One level 40
49th Regrowth 123rd year of Ascendancy at 09:00 see stats
By Insane Densau the Ogre Writhing One level 23
9th Haze 122nd year of Ascendancy at 03:37 see stats
By Insane Densau the Ogre Writhing One level 25
47th Haze 122nd year of Ascendancy at 23:00 see stats
By Insane Densau the Ogre Writhing One level 11
1st Summertide 122nd year of Ascendancy at 16:07 see stats
By Insane Densau the Ogre Writhing One level 39
49th Regrowth 123rd year of Ascendancy at 08:57 see stats
By Insane Densau the Ogre Writhing One level 29
3rd Decay 122nd year of Ascendancy at 03:25 see stats
By Insane Densau the Ogre Writhing One level 12
2nd Flare 122nd year of Ascendancy at 09:29 see stats
By Insane Densau the Ogre Writhing One level 32
8th Decay 122nd year of Ascendancy at 22:52 see stats
By Insane Densau the Ogre Writhing One level 21
61st Dusk 122nd year of Ascendancy at 01:19 see stats
By Insane Densau the Ogre Writhing One level 21
58th Dusk 122nd year of Ascendancy at 04:01 see stats
By Insane Densau the Ogre Writhing One level 21
59th Dusk 122nd year of Ascendancy at 03:18 see stats
By Insane Densau the Ogre Writhing One level 15
5th Dusk 122nd year of Ascendancy at 06:56 see stats
By Insane Densau the Ogre Writhing One level 40
50th Regrowth 123rd year of Ascendancy at 05:24 see stats
By Insane Densau the Ogre Writhing One level 33
1st Wintertide 123rd year of Ascendancy at 17:03 see stats
Log
Decaying devourer killed Orc soldier!
Decaying devourer killed Ritch flamespitter!
Decaying devourer killed Orc soldier!
Orc cryomancer's cold repulsion area effect hits Izietnt the quasit for 45 cold, 24 physical (68 total damage).
Orc cryomancer's cold repulsion area effect hits Decaying devourer for 29 cold, 23 physical (53 total damage).
Fire drake's devouring flames area effect hits Decaying devourer for 22 fire damage.
Fire drake's devouring flames area effect hits Decaying devourer for 22 fire damage.
Fire drake's devouring flames area effect hits Decaying devourer for 15 fire damage.
Fire drake's devouring flames area effect hits Icy orc wyrmic for 33 fire damage.
Fire drake's devouring flames area effect hits Decaying devourer for 22 fire damage.
Fire drake's devouring flames area effect hits Izietnt the quasit for 24 fire damage.
Fire drake's devouring flames area effect hits Decaying devourer for 19 fire damage.
Fire drake's devouring flames area effect hits Insane Densau for 23 fire damage.
Fire drake's devouring flames area effect hits Decaying devourer for 22 fire damage.
Fire drake's devouring flames area effect hits Decaying devourer for 22 fire damage.
Izietnt the quasit activates Fearscape.
Decrepitude Disease from Izietnt the quasit hits Decaying devourer for 24 blight damage.
Decrepitude Disease from Izietnt the quasit hits Decaying devourer for 24 blight damage.
Rotting Disease from Izietnt the quasit hits Decaying devourer for 24 blight damage.
You are taken to the Fearscape!
Lava floor burns Insane Densau!
Something hits Insane Densau for 70 fire damage.
Insane Densau the level 41 ogre writhing one was burnt to death by Izietnt the quasit on level 1 of Fearscape.
You are brought back from the Fearscape!
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.
Decaying devourer no longer revels in blood quite so much.