











Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Embers Races for Maj'Eyal Campaign (Last Hope Start) 1.5.5Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc). Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon. Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation. Shimmer Pack: Pyromania 1.6.0Cosmetic pack! 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 Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! 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 Roguelike |
| Sex | Female |
| Race | Cornac |
| Class | Rogue |
| Level / Exp | 19 / 6% |
| Size | medium |
| Lifes / Deaths | Killed by Nerille the wolf at level 19 on the 23rd Haze 122nd year of Ascendancy at 12:29 / 1 |
Primary Stats
| Strength | 22 (base 11) |
| Dexterity | 82 (base 47) |
| Constitution | 13 (base 10) |
| Magic | 14 (base 10) |
| Willpower | 12 (base 10) |
| Cunning | 53 (base 38) |
Resources
| Life | -93/457 |
| Stamina | 3/189 |
| Healing Factor | 1.1283363011316 |
| Regeneration | 1.9745885269803 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | -2.2204460492503E-14% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 7 |
| Infravision | 10 |
| See Stealth | 43.571311566212 |
| See Invisible | 44.571311566212 |
Offense: Mainhand
| Damage | 77 |
| Accuracy | 56 |
| Crit Chance | 34% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | 42 |
| Accuracy | 56 |
| Crit Chance | 36% |
| APR | 25 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 14 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Mind
| Mindpower | 32 |
| Crit Chance | 14% |
| Speed | 1 |
Offense: Damage Bonus
| Lightning | +3% |
| Light | +6% |
| Temporal | +3% |
| Physical | +17% |
| Fire | +6% |
| All | 0% |
Offense: Damage Penetration
| Nature | +15% |
| Fire | +5% |
| All | 0% |
Defense: Base
| Armour (hardiness) | 16 (38.594633868923%) |
| Defense | 56 |
| Ranged Defense | 56 |
| Fatigue | 0 |
| Physical Save | 18 |
| Spell Save | 15 |
| Mental Save | 24 |
Defense: Resistances
| Lightning | + 25%( 70%) |
| Nature | + 19%( 70%) |
| Blight | + 17%( 70%) |
| Physical | + 22%( 70%) |
| Fire | + 16%( 70%) |
| All | + 11%( 70%) |
Defense: Immunities
| Stun Resistance | 42% |
| Bleed Resistance | 10% |
| Confusion Resistance | 22% |
| Instadeath Resistance | 100% |
| Silence Resistance | 20% |
Inscriptions (4/4)
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 204 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 26% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
| Infusions | Effective talent level: 1.0 Infusion: HealingUse 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 instantly heal yourself for 156 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Cunning stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 94 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Class Talents
| Cunning / Stealth | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Duelist | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Dual techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Technique / Throwing knives | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 1/5 |
| Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 0/5 |
| Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Cunning / Trapping | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 0/5 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 3/5 |
| Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Cunning / Lethality | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 1/5 |
| Cunning / Scoundrel | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You successfully escorted the injured seer to the recall portal on level 2 of Trollmire. Escort: injured seer (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the injured seer to the recall portal on level 3 of Trollmire. Escort: injured seer (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Ruins of Kor'Pul. Escort: lost sun paladin (level 2 of Ruins of Kor'Pul)As a reward you improved Strength by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
You have found clues about the legendary plumpkin. If you find more maybe you could find and capture it? Hunt for the legendary Plumpkin!You seem to have enough clues to enter the portal, which should be.. somewhere in Maj'Eyal.. | active |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Shade. | done |
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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one ice ant stinger. If you've the means to eliminate the little venom problem, these make miraculous instant drink-chilling straws.' * '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 Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one hummerhorn wing. If you've not encountered hummerhorns before, they're like wasps, only gigantic and lethal.' * You've found the needed black mamba head. * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * You've found the needed chunk of ghoul flesh. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
| On feet | Nedunik the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: Stats +1 Wil dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Armour +1 Resists +1% physical Silence- +20% Confus- +22% Stun/Frz- +21% ---------- misc Max.hate +2.00 Infravis +3 A pair of boots made of leather. |
| Light source | brass lantern 'Velaba'2.0 T1 lite [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- On Hit (Melee): * 20% chance to reduce armor by 18% ----- def ----- Defense +5 (+2 eff.) Die.at -20.00 life ---------- misc Light +7 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. |
| On head | Rhytar the linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Str dps ---------- Crit.mult +20.00% Dmg.mod +3% temporal ----- def ----- Defense +1 (+0 eff.) Die.at -60.00 life ---------- misc Max.stam +30.00 Infravis +4 See.Stealth +5 See.Invis +6 Circle of Warding: (Instant) Puts all charms on 33 cooldown Level 3.0 Pwr.cost 33 out of 40/40. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a circle of radius 3 at your feet; the circle slows incoming projectiles by 13% and attempts to push all creatures other than yourself out of its radius, inflicting 2.75 light damage and 2.59 darkness damage per turn as it does so. The circle lasts 6 turns. The effects will increase with your Spellpower. A pointy cloth hat, very wizardly... |
| On hands | rough leather gloves 'Velora' (0 def, 9 armour)1.0 T1 hands armor [Rare] Nature While equipped: dps ---------- Phys.pwr +10 (+4 eff.) Melee+ 6 lightning Dmg.mod +3% lightning +6% physical Apr +1 ----- def ----- Armour +9 Resists +6% lightning Phys.save +6 (+4 eff.) Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Crit.r2 +5 lightning On Hit: 10% Lightning Breath 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Balanceworm [power 110] (3/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% fire Res.pen +15% nature +5% fire On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +9% nature Create a radius 3 storm for 5 turns. Each turn, creatures within take 22 lightning damage and will be dazed for 1 turn (113 total damage) Puts all charms on 13 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
| On fingers | warrior's copper ring of the mountain (+11%)0.1 T1 ring jewelry [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% physical ----- def ----- Armour +6 Resists +11% physical Rings make your fingers look great! |
| On fingers | Earyfast the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: Stats +7 Dex +4 Mag +1 Wil +5 Cun dps ---------- Acc +6 (+2 eff.) ---------- misc Equi/ret +0.04 Max.hate +4.00 Infravis +3 Rings make your fingers look great! |
| Around neck | grounding copper amulet of dexterity (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Dex ----- def ----- Resists +10% lightning Stun/Frz- +21% Amulets make your neck look great! |
| In main hand | Silent Blade (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Master Power 25.0 - 32.5 Physical Uses 35% Cun, 65% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +8.0% Atk.spd 100% Melee+ +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: dps ---------- Acc +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
| Around waist | blurring rough leather belt of recklessness1.0 T1 belt armor [Ego+] Master While equipped: dps ---------- Phys.crit +3.0% Crit.mult +6.00% Phys.pwr +3 (+1 eff.) ----- def ----- Defense +8 (+3 eff.) Stealth +5 A belt that goes around your waist. |
| In off hand | Shantiz the Stormblade (15-20 power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Nature Power 15.0 - 19.5 Physical Uses 100% Dex, 0% Cun Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +10.0% Atk.spd 100% On Hit: * Causes lightning to strike and destroy any projectiles in a radius of 10, dealing damage and dazing enemies in a radius of 5 around them. While equipped: Stats +20 Dex ----- def ----- Proj.slow +40% Instant Weapon Swap This surreal dagger crackles with the intensity of a vicious storm. |
| Cloak | Glareonslaught (1 def, 0 armour)2.0 T1 cloak armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +6% light Melee Ret 10 light ----- def ----- Defense +1 (+0 eff.) Resists +6% fire Spell.save +6 (+5 eff.) Mind.save +6 (+3 eff.) Max.HP +60.00 Cut- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | cashmere robe of life (0 def, 0 armour)2.0 T3 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +7% blight +11% all Max.HP +40.00 HP.reg +1.50 Heal.mod +10% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the duelist (heal 206; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 1.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 206 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the sneak (heal 377; 13 cd)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) Won't Break Stealth 100% Is a nature gift Description: Activate the infusion to heal yourself for 377 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. |
wild infusion of the warrior (res 21%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 21% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength 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 |
blink rune of the duelist (range 7; phase 20; cd 14)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 7 Cooldown 14 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to teleport up to 7 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 20%, your defense is increased by 20 and all your resistances by 20%. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the titan (absorb 38; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a 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 38 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Constitution stat. 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 |
Neryna the Frosttide0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +1 Wil +3 Con dps ---------- Mind.pwr +15 (+7 eff.) Dmg.mod +9% mind Melee Ret 10 cold ----- def ----- Phys.save +7 (+4 eff.) Max.HP +32.00 HP.reg +2.00 ---------- misc Equi/ret +0.08 Max.hate +2.00 Amulets make your neck look great! |
copper amulet of constitution (+2)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Con Amulets make your neck look great! |
insulating copper amulet of healing0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% fire +11% cold Heal.mod +11% Cut- +50% Heal: Puts all charms on 29 cooldown Level 2.0 Pwr.cost 29 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 202 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Getarab0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +4 Str +1 Mag +4 Wil +1 Con ----- def ----- Crit.chn- 10.00% Max.HP +40.00 HP.reg +7.00 Heal.mod +11% Rings make your fingers look great! |
copper ring of clarity0.1 T1 ring jewelry [Ego] Psionic While equipped: ----- def ----- Mind.save +5 (+2 eff.) Confus- +20% Rings make your fingers look great! |
copper ring of pilfering0.1 T1 ring jewelry [Ego+] Master While equipped: dps ---------- Acc +7 (+2 eff.) Apr +8 ----- def ----- Defense +8 (+3 eff.) Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
marksman's steel ring0.1 T2 ring jewelry [Ego] Master While equipped: Stats +2 Dex dps ---------- Acc +4 (+1 eff.) Rings make your fingers look great! |
rogue's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+2 eff.) Rings make your fingers look great! |
steel battleaxe of erosion (20-30 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Nature Power 20.0 - 30.0 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 nature Massive two-handed battleaxes. |
thought-forged steel battleaxe (21-32 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Psionic Power 21.0 - 31.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% Melee+ +10 mind On Hit: * 21% chance to reduce all saves and defense by 22 While equipped: Stats +3 Cun +3 Wil Massive two-handed battleaxes. |
Rootreaper (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Master Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Crit: * Wound the target dealing 166 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Dex +3 Wil +2 Con dps ---------- Phys.crit +6.0% Phys.pwr +6 (+2 eff.) Dmg.mod +3% nature Melee Ret 4 mind ----- def ----- Crit.chn- 10.00% Sharp, short and deadly. |
Ulfosahad (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Random Unique] Nature/Master Power 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 nature On Hit: * 20 arcane resource burn While equipped: dps ---------- Res.pen +6% all +5% physical Acc +13 (+4 eff.) Apr +15 ----- def ----- Resists +12% lightning +5% arcane Sharp, short and deadly. |
balanced steel dagger of erosion (12-16 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Master Power 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 nature While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +5 (+2 eff.) Disarm- +30% Sharp, short and deadly. |
flaming steel dagger (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit.r1 +5 fire Sharp, short and deadly. |
iron dagger 'Ereruidil' (10-12 power, 5 apr)1.0 T1 dagger 1H weapon [Rare] Disrupt Power 9.5 - 12.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +4 mind On Hit: * 20% chance to slow global speed by 48% * 11 arcane resource burn While equipped: Stats +1 Str +2 Con ----- def ----- Resists +6% darkness Sharp, short and deadly. |
steel dagger of vileness (11-14 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +5 blight On Hit: * 9% chance to reduce strength, dexterity, and constitution by 8 Sharp, short and deadly. |
thought-forged steel dagger of massacre (20-25 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Master/Psionic Power 19.5 - 25.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% Melee+ +6 mind On Hit: * 10% chance to reduce all saves and defense by 22 While equipped: Stats +2 Cun +2 Wil Sharp, short and deadly. |
iron greatsword of daylight (16-26 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 16.5 - 26.4 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +1 Crit +2.5% Atk.spd 100% Melee+ +10 light Against +12% Undead Massive two-handed swords. |
truestriking dwarven-steel greatsword (34-54 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Master Power 33.5 - 53.6 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical Acc +16 (+4 eff.) Apr +14 Massive two-handed swords. |
Brightfiend (14-20 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 14.0 - 19.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str dps ---------- Dmg.mod +7% physical Acc +9 (+3 eff.) On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Resists +9% blight +6% fire +5% arcane +6% temporal Spell.save +9 (+7 eff.) Max.HP +20.00 Sharp, long, and deadly. |
steel mace (16-22 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 16.0 - 22.4 Physical Uses 100% Str Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
vined mindstar of frost (4-5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Power 4.5 - 5.0 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 cold Dmg.mod +4% cold Res.pen +7% cold ----- def ----- Armour +6 Resists +6% cold ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar of resolve (6-6 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon Reqs Wil 16 [Ego] Nature/Psionic Power 5.5 - 6.1 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ----- def ----- Spell.save +3 (+3 eff.) ---------- 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. |
Lightrune4.0 T2 sling 1H weapon Reqs Shoot [Random Unique] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str +3 Cun dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +6% acid Res.pen +10% acid +6% physical +7% all Acc +8 (+2 eff.) Apr +7 Melee Ret 6 light ---------- misc Light +3 Slings are used to hurl stones or metal shots at your foes. |
Zanarain the ash magestaff (15-18 power, 3 apr, cold element)5.0 T2 staff 2H weapon Reqs Mag 16 [Random Unique] Arcane/Master Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +12% Crit.mult +29.00% Spell.pwr +11 (+8 eff.) Melee+ 20 fire Dmg.mod +6% acid +15% cold +6% temporal ----- def ----- Resists +9% temporal ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
potent ash vilestaff of fate (18-22 power, 3 apr, blight element)5.0 T2 staff 2H weapon Reqs Mag 16 [Ego] Arcane Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+7 eff.) Dmg.mod +18% blight ----- def ----- Phys.save +8 (+5 eff.) Spell.save +6 (+5 eff.) Mind.save +5 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Gloraleldata1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% Phys.pwr +20 (+7 eff.) Spell.pwr +5 (+5 eff.) ----- def ----- Fatigue -5% Die.at -20.00 life ---------- misc Max.enc +22 Vim/s.crit +1.00 A belt that goes around your waist. |
Shinepanic1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Dex dps ---------- Res.pen +5% physical Melee Ret 2 light ----- def ----- Defense +10 (+3 eff.) Resists +3% darkness Stealth +6 Silence- +20% Def/telep +15 Res/telep +15% Dur/telep +15% A belt that goes around your waist. |
rough leather belt 'Emelolle'1.0 T1 belt armor [Rare] Arcane While equipped: Stats +2 Con dps ---------- Crit.mult +5.00% Spell.pwr +5 (+5 eff.) Res.pen +15% arcane ----- def ----- Fatigue -4% Resists +3% temporal Def/telep +5 Res/telep +5% Dur/telep +5% ---------- misc Max.enc +20 A belt that goes around your waist. |
rough leather belt 'Velolle'1.0 T1 belt armor [Rare] Nature While equipped: Stats +2 Cun dps ---------- Melee Ret 6 mind ----- def ----- Resists +3% nature Crit.chn- 15.00% Max.HP +33.00 Teleport- +10% A belt that goes around your waist. |
rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane While equipped: ----- def ----- Resists +5% blight The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Saliba the linen cloak (16 def, 0 armour)2.0 T1 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Phys.crit +3.0% Res.pen +15% temporal Acc +5 (+1 eff.) ----- def ----- Defense +16 (+5 eff.) Mind.save +5 (+2 eff.) ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +3 Wil +2 Con ----- def ----- Defense +1 (+0 eff.) Mind.save +5 (+2 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere robe of fire (+21%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Nature While equipped: dps ---------- Dmg.mod +14% fire ----- def ----- Resists +11% all +21% fire A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Falisin the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +3 Con ----- def ----- Armour +1 Resists +24% acid HP.reg +2.00 Heal.mod +12% A pair of boots made of leather. |
pair of rough leather boots 'Ce'Nuda' (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +4 Dex +1 Wil +5 Lck dps ---------- Res.pen +20% mind Melee Ret 2 mind On Hit (Melee): * 10% chance to slow global speed by 48% ----- def ----- Armour +1 Resists +6% blight Stealth +6 ---------- misc Max.hate +4.00 A pair of boots made of leather. |
Lustreoblivion (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Rare] Nature While equipped: dps ---------- Phys.crit +1.0% Melee+ 6 acid Dmg.mod +4% acid Melee Ret 2 light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Armour +1 Fatigue +1% Resists +6% acid +6% light ---------- misc Stam/turn +3.00 Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% base dam (max 20%) Apr +3 Crit +2.0% Atk.spd 83% On Crit.r2 +6 acid On Hit: 10% Corrosive Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
naturalist's hardened leather gloves of strength (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+3 eff.) Melee+ 7 nature Dmg.mod +5% nature ----- def ----- Armour +2 Resists +6% nature Unarmed combat: Power 20.5 - 22.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 100% On Crit.r2 +7 nature On Hit: 10% Venomous Breath 3 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Iseganor' (0 def, 1 armour)1.0 T1 hands armor [Rare] Arcane While equipped: dps ---------- Melee+ 6 darkness Dmg.mod +3% darkness ----- def ----- Armour +1 Resists +6% darkness +3% nature Max.HP +20.00 Teleport- +20% Def/telep +10 Res/telep +10% Dur/telep +10% Unarmed combat: Power 9.0 - 9.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit chance (max 25%) Apr +1 Crit +1.0% Atk.spd 100% On Hit: 20% Moonlight Ray 1 On Hit: * 5% chance to reduce damage dealt by 18% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 13 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 31.14 to 93.41 lightning damage (62.28 average). The damage will increase with your Mindpower. This hat's broad brim protects you from biting colds and sudden storms. |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +6% fire +5% cold A cap made of leather. |
linen wizard hat 'Firepunish' (1 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +2 Cun +1 Mag dps ---------- Dmg.mod +17% blight +18% fire Melee Ret 4 fire ----- def ----- Defense +1 (+0 eff.) Resists +11% blight ---------- misc Infravis +1 A pointy cloth hat, very wizardly... |
cleansing steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Disrupt While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +11% nature +12% blight A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Mind.save +10 (+5 eff.) A suit of armour made of mail. |
prismatic steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +17% cold +12% light +11% darkness A suit of armour made of mail. |
rejuvenating dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego] Nature/Psionic While equipped: ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +6% mind Mind.save +12 (+6 eff.) HP.reg +2.20 ---------- misc Stam/turn +0.50 A suit of armour made of mail. |
cleansing rough leather armour of fire resistance (3 def, 2 armour)9.0 T1 light armor [Ego] Disrupt/Master While equipped: ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +11% blight +16% fire +12% nature A suit of armour made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
342 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Demonic Soul0.0 T3 demonic misc [Legendary] Arcane 15% chances once per turn, when you deal damage to do a burst of fire damage in radius 1 equal to your spellpower A tiny, jagged gem, dredged up from the very core of Mal'Rok, the homeworld of demons. It still burns with the fires of the Spellblaze that blew it apart. |
Tooth of the Mouth (dig speed 12 turns)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. |
4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 21 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 53.78 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 53.78 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
Starravage the brass lantern2.0 T1 lite [Rare] Nature While equipped: dps ---------- Dmg.mod +3% light +6% nature Res.pen +10% light ----- def ----- Resists +3% nature Max.HP +41.00 ---------- misc Light +4 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. |
Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(54 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Mirror of Reflection (Portable) Mirror of Reflection (Portable)0.0 mirror [Plot Item] Unknown Change your appearance. Uses 1 power out of 1/1 A strange mirror, the reflection inside seems somehow .. off, as if showing what could be instead of what is. |
Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Delesta the Cystdeath [power 105] (3/13 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +5% light On Hit (Melee): * 20% chance to slow global speed by 48% ----- def ----- Resists +3% nature +6% cold ---------- misc Light +2 Blast the opponent's mind dealing 105 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to gain a 11% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
Sparkbiter [power 188] (3/17 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: dps ---------- Dmg.mod +3% lightning Res.pen +5% lightning Melee Ret 2 lightning ----- def ----- Resists +9% lightning Create a shield absorbing up to 188 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. 100% to gain a 15% chance to evade weapon attacks for 2 turns. 100% to reduce 1 talent cooldowns by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of shielding 'Shockwolf' [power 212] (3/17 cooldown)2.0 T2 wand charm [Random Unique] Arcane While equipped: ----- def ----- Resists +9% lightning +12% fire Create a shield absorbing up to 212 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown 100% to heal for 38. 100% to increase all damage by 16% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 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
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By __Ninnanni__ the Cornac Rogue level 10
3rd Mirth 122nd year of Ascendancy at 04:05 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By __Ninnanni__ the Cornac Rogue level 7
78th Pyre 122nd year of Ascendancy at 10:10 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By __Ninnanni__ the Cornac Rogue level 15
19th Dusk 122nd year of Ascendancy at 15:59 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By __Ninnanni__ the Cornac Rogue level 16
25th Dusk 122nd year of Ascendancy at 21:05 see stats
Log
__Ninnanni__ is moving at extreme speed!
Nerille the wolf's static net area effect hits __Ninnanni__ for 41 lightning damage.
Nerille the wolf is no longer pinned.
Nerille the wolf is not silenced anymore.
Nerille the wolf is no longer poisoned.
Bleeding from __Ninnanni__ hits Nerille the wolf for (6 to psi shield), 9 physical (9 total damage).
Nerille the wolf rushes out!
__Ninnanni__ redirects the effect 'Bleeding'!
__Ninnanni__'s Lunge is disrupted by her wounds!
Nerille the wolf misses __Ninnanni__.
Talent Expose Weakness is ready to use.
Talent Feint is ready to use.
Talent Flurry is ready to use.
Talent Dirty Fighting is ready to use.
Bleeding from Nerille the wolf hits __Ninnanni__ for 8 physical damage.
Nerille the wolf hits __Ninnanni__ for 61 physical, 23 lightning (84 total damage).
Poison from Nerille the wolf hits __Ninnanni__ for 13 nature damage.
Melee retaliation hits Nerille the wolf for 4 light damage.
__Ninnanni__ uses Dual Strike.
__Ninnanni__ misses Nerille the wolf.
__Ninnanni__ slows down.
Nerille the wolf is fully armored again.
Nerille the wolf speeds up.
Nerille the wolf's Beyond the Flesh performs a melee critical strike against __Ninnanni__!
__Ninnanni__ is pinned to the ground.
Nerille the wolf's Beyond the Flesh hits __Ninnanni__ for 37 physical damage.
Bleeding from __Ninnanni__ hits Nerille the wolf for (6 to psi shield), 9 physical (9 total damage).
Melee retaliation hits Nerille the wolf for 4 light damage.
__Ninnanni__ the level 19 cornac rogue was torn limb from limb to death by Nerille the wolf on level 1 of Old Forest.







































































































