











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! 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:
[License note: This addon uses a modified version of an image by Lorc from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license.] Enhanced Object Compare 1.7.0Improves the "Press
Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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. 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:
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 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 | Male |
| Race | Drem |
| Class | Bulwark |
| Level / Exp | 23 / 4% |
| Size | medium |
| Lifes / Deaths | Killed by Xeruna the bandit lord at level 23 on the 45th Dearth 122nd year of Ascendancy at 16:56 / 1 |
Primary Stats
| Strength | 68 (base 53) |
| Dexterity | 52 (base 43) |
| Constitution | 19 (base 12) |
| Magic | 12 (base 10) |
| Willpower | 19 (base 10) |
| Cunning | 29 (base 10) |
Resources
| Life | -225/749 |
| Stamina | 144/218 |
| Healing Factor | 1.0791723257555 |
| Regeneration | 3.9579152004314 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | 0% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 10 |
| Lite | 4 |
| Infravision | 5 |
| See Stealth | 35.003878189685 |
| See Invisible | 32.003878189685 |
Offense: Mainhand
| Damage | 80 |
| Accuracy | 61 |
| Crit Chance | 11% |
| APR | 15 |
| Speed | 1.00 |
Offense: Offhand
| Damage | |
| Accuracy | |
| Crit Chance | |
| APR | |
| Speed |
Offense: Spell
| Spellpower | 6 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Mind
| Mindpower | 22 |
| Crit Chance | 7% |
| Speed | 1 |
Offense: Damage Bonus
| Acid | +6% |
| Nature | +3% |
| Lightning | +15% |
| Cold | +6% |
| All | 0% |
Offense: Damage Penetration
| Acid | +10% |
| Mind | +5% |
| Darkness | +5% |
Defense: Base
| Armour (hardiness) | 38.08934837382 (81.151787968034%) |
| Defense | 31 |
| Ranged Defense | 31 |
| Fatigue | 26 |
| Physical Save | 38 |
| Spell Save | 26 |
| Mental Save | 39 |
Defense: Resistances
| Acid | + 29%( 70%) |
| Physical | + 17%( 70%) |
| Cold | + 30%( 70%) |
| All | + 12%( 70%) |
| Lightning | + 40%( 70%) |
| Temporal | + 21%( 70%) |
| Mind | + 17%( 70%) |
| Fire | + 24%( 70%) |
| Nature | + 15%( 70%) |
Defense: Immunities
| Stun Resistance | 47% |
| Confusion Resistance | 62% |
| Poison Resistance | 10% |
| Disarm Resistance | 100% |
| Teleport Resistance | 20% |
| Silence Resistance | 22% |
| Pinning Resistance | 64% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 62% |
Inscriptions (4/4)
| 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 186 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength 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 19% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. |
| Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 675% 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 Strength stat. |
| Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower stat. |
Class Talents
| Technique / Battle tactics | 1.30 |
| 3/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
| Technique / Shield offense | 1.30 |
| 3/5 |
| 4/5 |
| 1/5 |
| 1/5 |
| Technique / Combat veteran | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Technique / Shield defense | 1.30 |
| 5/5 |
| 1/5 |
| 2/5 |
| 1/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Race / Drem | 1.00 |
| 1/5 |
| 2/5 |
| 3/5 |
| 0/5 |
| Technique / Conditioning | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Technique / Combat training | 1.30 |
| 3/5 |
| 3/5 |
| 0/5 |
| 3/5 |
| 5/5 |
| 0/5 |
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 lost defiler to the recall portal on level 2 of Trollmire. Escort: lost defiler (level 2 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Old Forest. Escort: lost warrior (level 1 of Old Forest)As a reward you improved Strength by +5. | done |
You successfully escorted the repented thief to the recall portal on level 4 of Old Forest. Escort: repented thief (level 4 of Old Forest)As a reward you gained talent category Cunning / Scoundrel (at mastery 1.00). | done |
You successfully escorted the temporal explorer to the recall portal on level 3 of Old Forest. Escort: temporal explorer (level 3 of Old Forest)As a reward you improved Willpower by +5. | done |
You successfully escorted the worried loremaster to the recall portal on level 1 of Daikara. Escort: worried loremaster (level 1 of Daikara)As a reward you improved talent Disarm (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You 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 |
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 precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * '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've found the needed sandworm tooth. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed orc heart. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * You've found the needed xorn fragment. 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 black mamba head. * You've found the needed length of troll intestine. * You've found the needed bear paw. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have failed to destroy the Worm in time, the Sanctuary has been destroyed. | failed |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within1 lumberjacks have died. | 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 | Velebeth (0 def, 1 armour)2.0 T1 feet armor [Rare] Arcane While equipped: ----- def ----- Armour +1 Resists +6% mind Spell.save +6 (+3 eff.) Poison- +10% Silence- +22% Confus- +20% Pinning- +20% Stun/Frz- +22% ---------- misc Vim/s.crit +1.00 A pair of boots made of leather. |
| Light source | Galohor the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +1 Str +3 Dex +1 Con dps ---------- Crit.mult +10.00% ----- def ----- Mind.save +6 (+2 eff.) Die.at -60.00 life ---------- misc Max.stam +20.00 Light +3 See.Stealth +9 See.Invis +6 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 | Glintminister (0 def, 1 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +6 Str +2 Dex dps ---------- Phys.crit +2.0% Apr +1 ----- def ----- Armour +1 Fatigue +1% ---------- misc Stam/turn +2.00 Stam/ret +1.00 Equi/ret +0.80 Light +2 A cap made of leather. |
| On hands | Thunderwither the hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Rare] Master While equipped: Stats +2 Con dps ---------- Dmg.mod +6% lightning +6% acid Res.pen +10% acid Melee Ret 10 fire On Hit (Melee): * 10% chance to reduce armor by 11% ----- def ----- Armour +2 Resists +6% lightning Phys.save +15 (+6 eff.) Spell.save +3 (+1 eff.) Mind.save +5 (+2 eff.) Disarm- +29% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 5.2 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 36% and provides a 21% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Tool | Brodylach [power 1] (10/22 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: Stats +6 Cun +3 Con dps ---------- Res.pen +5% mind ----- def ----- Armour +4 Die.at -20.00 life Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 22 cooldown 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+2 eff.) ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +22% Knockbk- +20% Rings make your fingers look great! |
| On fingers | rogue's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Cun ----- def ----- Defense +6 (+3 eff.) Max.HP +20.00 Disarm- +21% Pinning- +22% Knockbk- +21% Rings make your fingers look great! |
| Around neck | copper amulet of murder0.1 T1 amulet jewelry [Ego+] Master While equipped: dps ---------- Crit.mult +11.00% Acc +6 (+2 eff.) Apr +11 Amulets make your neck look great! |
| In main hand | balanced steel longsword of dampening (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Ego] Disrupt/Master Power 15.5 - 21.7 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Acc +5 (+1 eff.) ----- def ----- Defense +6 (+3 eff.) Resists +9% acid +7% lightning +7% fire +10% cold +2% all Spell.save +7 (+3 eff.) Disarm- +22% Sharp, long, and deadly. |
| Around waist | Wretchborn1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +6% cold +3% nature On Hit (Melee): * 20% chance to slow global speed by 41% ----- def ----- Resists +9% lightning +7% temporal +3% nature A belt that goes around your waist. |
| In off hand | flaming stralite shield (0 def, 8 armour, 48-58 power, 145.5 block)7.0 T4 shield armor Reqs Shield usage training [Ego] Nature When used to Attack: Power 48.5 - 58.2 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +146 On Hit.r1 +10 fire While equipped: dps ---------- Melee+ 6 fire Melee Ret 6 fire ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
| Cloak | linen cloak 'Shadewind' (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +5% darkness Acc +16 (+4 eff.) ----- def ----- Defense +1 (+0 eff.) Fatigue -5% Resists +3% lightning +6% cold +3% temporal Max.HP +42.00 Teleport- +20% ---------- misc Max.stam +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Main armor | enlightening dwarven-steel plate armour of the dragon (0 def, 11 armour)17.0 T3 massive armor Reqs Massive armour training [Ego++] Nature/Psionic While equipped: Stats +5 Cun +5 Wil ----- def ----- Armour +11 Fatigue +22% Resists +10% acid +6% physical +7% fire +7% lightning +5% cold Mind.save +12 (+4 eff.) Disarm- +28% Stun/Frz- +25% Knockbk- +21% ---------- misc Cooldown Rush -5 A suit of armour made of metal plates. |
Inventory
healing infusion of the titan (heal 80; 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 80 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
heroism infusion of the duelist (die at -427; dur 6; cd 28)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 28 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -427 life. The duration and life will increase by 1% for every 1% life you have lost, to a maximum of 100% at 0 life or less (currently 855 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. 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. |
movement infusion of the sneak (speed 487%; cd 9)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 9 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 487% 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 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 |
wild infusion of the sneak (res 22%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 22% for 3 turns. Also removes cross-tier effects of the affected types for free. 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 |
wild infusion of the wizard (res 18%; physical; dur 3; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 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 18% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic 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 |
Mirror Image Rune (dur 6; cd 24)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 24 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. |
shielding rune of the warrior (absorb 256; dur 3; cd 14)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 256 damage for 3 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Jetpeal0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +12% acid Res.pen +20% darkness +10% lightning ----- def ----- Resists +12% mind +6% acid Confus- +20% Amulets make your neck look great! |
Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+2 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Xeryldamira the steel amulet0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +2 Wil +4 Con dps ---------- Dmg.mod +6% blight Phasing +30% ----- def ----- Fatigue -10% HP.reg +3.00 ---------- misc Max.mana +40.00 Amulets make your neck look great! |
copper amulet 'Radhodar'0.1 T1 amulet jewelry [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +6 (+3 eff.) Res.pen +5% mind +5% physical Acc +30 (+8 eff.) ----- def ----- Mind.save +6 (+2 eff.) Die.at -20.00 life Confus- +11% ---------- misc Max.stam +30.00 Amulets make your neck look great! |
copper amulet of willpower (+3)0.1 T1 amulet jewelry [Ego] Nature While equipped: Stats +3 Wil Amulets make your neck look great! |
Blastmistress0.1 T2 ring jewelry [Rare] Nature While equipped: Stats +2 Str +10 Con dps ---------- Dmg.mod +13% cold Melee Ret 6 lightning ----- def ----- Resists +26% cold ---------- misc Max.stam +20.00 Rings make your fingers look great! |
Shimmerglamour the copper ring0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Dmg.mod +12% physical +9% cold Apr +2 ----- def ----- Resists +3% lightning Mind.save +6 (+2 eff.) Confus- +21% ---------- misc Max.stam +10.00 Rings make your fingers look great! |
Willowroar0.1 T1 ring jewelry [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +12% cold ----- def ----- Resists +9% nature +24% cold ---------- misc Light +3 See.Invis +3 Rings make your fingers look great! |
copper ring of lightning (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% lightning ----- def ----- Resists +20% lightning Rings make your fingers look great! |
copper ring of lightning (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% lightning ----- def ----- Resists +22% lightning Rings make your fingers look great! |
gold ring0.1 T3 ring jewelry [Normal] Rings make your fingers look great! |
titan's copper ring0.1 T1 ring jewelry [Ego] Nature While equipped: Stats +2 Con ----- def ----- Phys.save +4 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of blight (+11%)0.1 T2 ring jewelry [Ego] Arcane/Master While equipped: Stats +3 Str dps ---------- Dmg.mod +11% blight ----- def ----- Armour +6 Resists +11% blight Rings make your fingers look great! |
wizard's steel ring of light (+20%)0.1 T2 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% light ----- def ----- Resists +20% light Spell.save +4 (+2 eff.) Rings make your fingers look great! |
Betoda the dwarven-steel dagger (18-24 power, 7 apr)1.0 T3 dagger 1H weapon [Random Unique] Nature/Master Power 18.5 - 24.1 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% While equipped: Stats +2 Str +2 Dex +8 Wil +17 Con dps ---------- Phys.pwr +7 (+3 eff.) Phys.spd +10% Res.pen +8% physical Acc +15 (+4 eff.) Melee Ret 6 physical ----- def ----- Max.HP +26.00 Disarm- +10% Sharp, short and deadly. |
Umbral Razor (25-32 power, 10 apr)1.0 T2 dagger 1H weapon [Unique] Arcane Power 25.0 - 32.5 Physical Uses 50% Dex, 15% Mag, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +10 Crit +9.0% Atk.spd 100% Dmg.conv 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag dps ---------- Dmg.mod +5% darkness Res.pen +10% darkness ----- def ----- Resists +10% darkness Stealth +10 Invoke Darkness: Level 3.0 Pwr.cost 17 out of 20/20. Range 10 Travel.spd 2000% of base Is necromancy a spell Description: Conjures up a beam of darkness, doing 39.81 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Perseverance (31-43 power, 9 apr)3.0 T3 longsword 1H weapon Reqs Wil 24 [Unique] Disrupt It is said perseverance comes hand in hand with dedication. Power 31.0 - 43.4 Physical Uses 20% Wil, 90% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +12.0% Atk.spd 100% Melee+ +15 manaburn arcane On Crit: * restore 7 stamina and equilibrium While equipped: ----- def ----- Spell.save +18 (+9 eff.) Confus- +30% Stun/Frz- +10% It is said that the preferred weapons of the krog is a mace in one hand and a sword in the other. One hand to spread the message of the Zigurath, the other to see that message through to the end. The sword symbolizes the krogs committment to their task of fighting against the forces of the arcane. With each slash the krog would endevor to continue, until at last their opponents would fall. |
Sword of Potential Futures (28-39 power, 10 apr)3.0 T3 longsword 1H weapon Reqs Mag 24 [Unique] Arcane In the past there was a dagger with it. Power 28.0 - 39.2 Physical Uses 20% Mag, 80% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +10 Crit +8.0% Atk.spd 111% Melee+ +5 temporal Dmg.conv 30% temporal While equipped: dps ---------- Spell.crit +5% Spell.pwr +5 (+2 eff.) Dmg.mod +5% temporal ----- def ----- Def/telep +10 Res/telep +5% Dur/telep +15% ---------- misc Masteries +0.10 Chronomancy/Blade Threading +0.10 Chronomancy/Temporal Guardian Legend has it this blade is one of a pair: twin blades forged in the earliest of days of the Wardens. To an untrained wielder it is less than perfect; to a Warden, it represents the untapped potential of time. |
Yvylrawen the Duskbrawn (16-22 power, 3 apr)3.0 T2 longsword 1H weapon [Random Unique] Nature/Disrupt/Psionic Power 16.0 - 22.4 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +6 darkness Against +5% Living On Hit: * 12 arcane resource burn While equipped: Stats +6 Con +6 Wil dps ---------- Res.pen +5% darkness On Hit (Melee): * 20% chance to reduce damage dealt by 13% ----- def ----- Resists +6% darkness Max.HP +26.00 Sharp, long, and deadly. |
balanced dwarven-steel longsword of massacre (32-44 power, 4 apr)3.0 T3 longsword 1H weapon [Ego] Master Power 31.5 - 44.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Acc +7 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +27% Sharp, long, and deadly. |
Galravena the Rimestreaker1.0 T1 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Crit.mult +5.00% Phys.pwr +4 (+2 eff.) ----- def ----- Armour +8 Resists +9% cold +3% fire Crit.chn- 5.00% HP.reg +4.00 ---------- misc Infravis +1 A belt that goes around your waist. |
Runidur1.0 T1 belt armor [Rare] Master While equipped: Stats +6 Dex +3 Cun +1 Con +6 Lck ----- def ----- Resists +3% blight Stealth +6 Max.HP +40.00 HP.reg +2.00 ---------- misc T.Disarm +6 Infravis +4 See.Invis +12 A belt that goes around your waist. |
Torchriver (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Cun +2 Dex ----- def ----- Defense +1 (+0 eff.) Resists +9% acid +9% fire Heal.mod +20% Stun/Frz- +10% Knockbk- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Voidwrest the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Melee Ret 2 darkness On Hit (Melee): * 10% chance to slow global speed by 41% ----- def ----- Defense +1 (+0 eff.) Resists +9% darkness Crit.chn- 5.00% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of the voidstalker (1 def, 0 armour)2.0 T1 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +11% darkness +12% temporal Def/telep +11 Res/telep +11% Dur/telep +11% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour)2.0 T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun dps ---------- Mov.spd +20% Dmg.mod +15% cold ----- def ----- Armour +4 Defense +1 (+0 eff.) Fatigue +7% Resists +10% nature +20% cold ---------- misc Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Strikeire the pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Con dps ---------- Dmg.mod +3% lightning +6% cold Melee Ret 6 mind 2 lightning ----- def ----- Armour +1 Resists +3% mind Rush: Puts all charms on 22 cooldown Level 2.6 Pwr.cost 22 out of 25/25. Range 7 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Tulegahell (0 def, 1 armour)2.0 T1 feet armor [Rare] Nature While equipped: Stats +6 Cun +4 Str dps ---------- Dmg.mod +9% physical ----- def ----- Armour +1 Die.at -20.00 life HP.reg +2.00 Heal.mod +11% A pair of boots made of leather. |
blood-soaked pair of rough leather boots of speed (0 def, 1 armour)2.0 T1 feet armor [Ego+] Arcane/Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +3 (+1 eff.) Mov.spd +25% Apr +4 ----- def ----- Armour +1 A pair of boots made of leather. |
Sludgegrip (0 def, 0 armour)1.0 T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil dps ---------- Mind.pwr +2 (+1 eff.) Dmg.mod +5% nature ----- def ----- Resists +10% nature Poison- +20% ---------- misc Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
cinder iron gauntlets of the juggernaut (0 def, 1 armour)1.5 T1 hands armor Reqs Heavy armour training [Ego+] Nature/Master While equipped: Stats +1 Con dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Fatigue +1% Resists +5% fire Phys.save +11 (+4 eff.) Spell.save +3 (+1 eff.) Mind.save +4 (+2 eff.) Disease- +15% Disarm- +20% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 26 cooldown Level 3.9 Pwr.cost 26 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 31% and provides a 17% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. It was changed by the digestive sack. |
dwarven-steel gauntlets 'Hathorand' (0 def, 4 armour)1.5 T2 hands armor Reqs Heavy armour training [Rare] Psionic While equipped: Stats +1 Dex +2 Mag dps ---------- Melee+ 8 mind Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +3% Resists +18% mind Mind.save +12 (+4 eff.) ---------- misc Light +2 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. |
hardened leather gloves 'Hailsting' (0 def, 2 armour)1.0 T2 hands armor [Rare] Psionic While equipped: Stats +1 Wil +6 Con dps ---------- Mind.pwr +8 (+4 eff.) Melee+ 16 mind 28 darkness Res.pen +10% fire On Hit (Melee): * 16% chance to reduce all saves and defense by 15 ----- def ----- Armour +2 Resists +6% cold Mind.save -13 (-6 eff.) ---------- misc Infravis +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range 5 Travel.spd instantaneous Is a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
rough leather gloves 'Hurudunafang' (0 def, 1 armour)1.0 T1 hands armor [Rare] Master While equipped: Stats +3 Cun +4 Dex dps ---------- Acc +6 (+2 eff.) Apr +6 ----- def ----- Armour +1 Resists +6% light Phys.save +6 (+3 eff.) Die.at -80.00 life HP.reg +2.00 Blind- +20% Poison- +10% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Steady Shot: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Fire a steady shot, doing 162% damage with a 26% chance to mark the target. If Steady Shot is not on cooldown, this talent will automatically replace your normal attacks (and trigger the cooldown). Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
bladed iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +3 Fatigue +5% Skullcracker: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 225.2 Physical damage. If the attack hits, the target is confused (39% effect) for 5 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
hardened leather cap 'Xara' (0 def, 9 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +7 Str +5 Wil dps ---------- Phys.pwr +8 (+3 eff.) Apr +1 ----- def ----- Armour +9 Fatigue +3% Resists +6% lightning +9% physical +5% arcane +12% darkness Phys.save +8 (+3 eff.) A cap made of leather. |
linen wizard hat 'Elylle' (6 def, 0 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +3 Cun +5 Con ----- def ----- Defense +6 (+3 eff.) Resists +5% arcane Mind.save +6 (+2 eff.) Max.HP +40.00 HP.reg +2.00 A pointy cloth hat, very wizardly... |
radiant iron mail armour of command (7 def, 8 armour)14.0 T1 heavy armor Reqs Heavy armour training [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil ----- def ----- Armour +8 Defense +7 (+3 eff.) Fatigue +12% Resists +12% blight +12% darkness Mind.save +11 (+4 eff.) ---------- misc Light +2 A suit of armour made of mail. |
steel plate armour 'Armagrim' (6 def, 12 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Nature/Master/Psionic While equipped: Stats +1 Str +3 Mag +1 Cun +1 Con ----- def ----- Armour +12 Defense +6 (+3 eff.) Fatigue +22% Resists +24% acid +5% physical +5% fire +7% lightning +5% cold Mind.save +12 (+4 eff.) Disarm- +20% Stun/Frz- +20% Knockbk- +22% ---------- misc Infravis +1 Cooldown Rush -5 A suit of armour made of metal plates. |
Barunaridas (0 def, 4 armour, 15-18 power, 82.5 block)7.0 T2 shield armor Reqs Shield usage training [Random Unique] Nature/Master/Psionic When used to Attack: Power 15.0 - 18.0 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +82 Melee+ +12 physical While equipped: Stats +1 Dex +2 Wil +3 Con dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 207 physical damage over 5 turns (1/turn) ----- def ----- Armour +4 Fatigue +8% Resists +5% acid +11% physical +7% cold +7% fire +6% lightning Shield.near.proj +44 Proj.slow +10% ---------- misc Talents +1 Block Handheld deflection devices. |
7 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. |
114 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. |
2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 opal0.0 T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
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. |
2 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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.(68 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Eye of the Dreaming One2.0 T1 misc tool [Unique] Psionic While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Mind.save +10 (+4 eff.) The wearer is asleep. Lucid Dreamer: May act while sleeping Sleep: Level 3.0 Pwr.cost 17 out of 25/25. Range 7 Travel.spd instantaneous Is a mind power Description: Puts targets in a radius of 1 to sleep for 3 turns, rendering them unable to act. Every 6 points of damage the target suffers will reduce the effect duration by one turn. When Sleep ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it 20% sleep immunity for each turn of the Insomnia effect. At talent level 5 Sleep will become contagious and has a 25% chance to spread to nearby targets each turn. The damage threshold will scale with your Mindpower. This ethereal eye stares eternally, as if seeing things that do not truly exist. |
Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Rod of Entropy (1/1)2.0 T2 rod charm [Unique] Unknown While carried: ---------- misc Light -1 Temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 62% of the healing done. This effect scales with your Magic stat.. Uses 64 power out of 75/75 This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 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. |
It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Chyrain the steel torque of mindblast [power 155] (10/13 cooldown)2.0 T2 torque charm [Random Unique] Psionic While equipped: ---------- misc Hate/m.crit +2.00 Blast the opponent's mind dealing 155 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to increase the duration of 1 beneficial effects by 1. Torques are made by powerful psionics to store psionic powers. |
overpowered iron torque of gale force [power 150] (10/19 cooldown)2.0 T1 torque charm [Ego] Psionic Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 150 physical damage Puts all charms on 19 cooldown Torques are made by powerful psionics to store psionic powers. |
Nightgrind [power 170] (10/22 cooldown)2.0 T2 totem charm [Rare] Nature While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Armour +4 Resists +4% physical Crit.chn- 10.00% Spell.save +9 (+4 eff.) Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 424 Base Damage: 182 Armor: 10 All Resist: 10 Puts all charms on 22 cooldown 100% to increase all damage penetration by 16% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
quick yew totem of healing [power 212] (10/11 cooldown)2.0 T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 212 Puts all charms on 11 cooldown Natural totems are made by powerful wilders to store nature power. |
Blastwreath the elm wand of lightning storm [power 116] (10/13 cooldown)2.0 T1 wand charm [Rare] Arcane While equipped: Stats +7 Str +3 Dex dps ---------- Dmg.mod +18% lightning +6% physical +6% arcane ---------- misc Stam/turn +2.00 Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (133 total damage) Puts all charms on 13 cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
overpowered elm wand of shielding [power 176] (10/24 cooldown)2.0 T1 wand charm [Ego] Arcane Create a shield absorbing up to 176 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 24 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
6 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. |
6 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. |
8 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
Curse Lifter (Insane (Roguelike) difficulty)
Killed Ben Cruthdar the Cursed.By Thorgrim Thorgrimsson the Drem Bulwark level 22
35th Dearth 122nd year of Ascendancy at 19:41 see stats
Exterminator (Insane (Roguelike) difficulty)
Killed 1000 creatures.By Thorgrim Thorgrimsson the Drem Bulwark level 22
20th Dearth 122nd year of Ascendancy at 08:22 see stats
Level 10 (Insane (Roguelike) difficulty)
Got a character to level 10.By Thorgrim Thorgrimsson the Drem Bulwark level 10
13rd Profit 122nd year of Ascendancy at 10:05 see stats
Level 20 (Insane (Roguelike) difficulty)
Got a character to level 20.By Thorgrim Thorgrimsson the Drem Bulwark level 20
14th Dearth 122nd year of Ascendancy at 17:12 see stats
Poisonous (Insane (Roguelike) difficulty)
Sided with the assassin lord.By Thorgrim Thorgrimsson the Drem Bulwark level 22
44th Dearth 122nd year of Ascendancy at 05:04 see stats
The Arena (Insane (Roguelike) difficulty)
Unlocked Arena mode.By Thorgrim Thorgrimsson the Drem Bulwark level 8
24th Voratun 122nd year of Ascendancy at 01:01 see stats
The secret city (Insane (Roguelike) difficulty)
Discovered the truth about mages.By Thorgrim Thorgrimsson the Drem Bulwark level 8
25th Voratun 122nd year of Ascendancy at 10:48 see stats
Treasure Hunter (Insane (Roguelike) difficulty)
Amassed 1000 gold pieces.By Thorgrim Thorgrimsson the Drem Bulwark level 14
34th Profit 122nd year of Ascendancy at 11:29 see stats
Log
Black Blood Bleeding from Thorgrim Thorgrimsson hits Rogue for 6 darkness damage.
Black Blood Bleeding from Thorgrim Thorgrimsson hits Cutpurse for 6 darkness damage.
Thorgrim Thorgrimsson hits Rogue for 96 physical, 5 fire (101 total damage).
Melee retaliation hits Cutpurse for 12 fire, 12 fire (24 total damage).
Cutpurse hits Thorgrim Thorgrimsson for 4 physical, 2 physical, 0 arcane (6 total damage).
Rogue stops bleeding black blood.
Xeruna the bandit lord casts Channel Staff.
Rogue starts to bleed black blood.
Melee retaliation hits Rogue for 14 fire, 14 fire (28 total damage).
Rogue hits Thorgrim Thorgrimsson for 5 physical, 5 blight, 2 physical (11 total damage).
Rogue uses Switch Place.
Rogue performs a melee critical strike against Thorgrim Thorgrimsson!
Rogue tries to evade attacks.
Melee retaliation hits Rogue for 14 fire, 14 fire (28 total damage).
Rogue hits Thorgrim Thorgrimsson for 3 darkness damage.
Thorgrim Thorgrimsson is no longer poisoned.
Talent Block is ready to use.
Black Blood Bleeding from Thorgrim Thorgrimsson hits Rogue for 6 darkness damage.
Black Blood Bleeding from Thorgrim Thorgrimsson hits Cutpurse for 8 darkness damage.
Rogue sapper activates a prepared device.
Rogue sapper deactivates Stealth.
Thorgrim Thorgrimsson misses Something.
Melee retaliation hits Cutpurse for 14 fire, 14 fire (28 total damage).
Cutpurse hits Thorgrim Thorgrimsson for 5 physical, 2 physical, 0 arcane (7 total damage).
Black Blood Bleeding from Thorgrim Thorgrimsson hits Rogue for 9 darkness damage.
Xeruna the bandit lord casts Channel Staff.
Xeruna the bandit lord's Channel Staff hits Thorgrim Thorgrimsson for 72 physical damage.
Thorgrim Thorgrimsson the level 23 drem bulwark was bludgeoned to death by Xeruna the bandit lord on level 1 of Damp Cave.




































































































