Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.6.7 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: Demon Seeds Plus 1.5.0Gives some unused demon seeds (Khulmanar, Walrog) new skills and adds new unique seeds (Draebor, Lithfengel, Shasshhiy'Kaish, Kryl-Feijan, Corrupted Daleach). If any of the abovementioned demons appears somewhere they shouldn't, please report it in the form thread. Changelog: Less Tedious Osmosis Shield 1.5.10QoL improvements for Demonologist. Changes Osmosis Shield to only drain Vim on turns when regeneration occurs. Infinite500 v3.0b: Revised high level play for ToME 1.5.0Version 3.0: Compatible with ToME 1.5.0 This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options. Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D. NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings. Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops. Traps have been added back to the I.D. Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth. Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted. The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest. The Corruption/Hexes tree can be learned from a new random drop. Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree. Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters. This addon incorporates some modified game mechanics: Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229). Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level. CORE CODE CHANGES Engine: TOME Module: Other addons that affect these files might not be compatible. Ashes of Urh'Rok 1.6.7Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Embers of Rage 1.6.7Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.6.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Items Vault 1.6.0Donators/Buyers bonus! Shimmer Pack: Iron Throne Couture 1.6.0Cosmetic pack! Shimmer Pack: Pyromania 1.6.0Cosmetic pack! Improved Combat Text 1.4.0This addon replaces ToME's floating combat text: (if you like this addon, be sure to also check out my Map UI improvement, Easy Map!) Convenient Digging 1.5.5 Possessor Bonus Class 1.6.6Donators/Buyers bonus! Shimmer Pack: Plumpkin Daper 1.6.0Cosmetic pack! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Better Item Description 1.5.10This 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 Diversity Mod 1.5.10Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will. Currently includes support for: Forbidden Cults 1.6.7Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | MajWhitehoof |
Class | Reaver |
Level / Exp | 40 / 32% |
Size | medium |
Lifes / Deaths | Killed by Weirdling Beast at level 16 on the 10th Decay 122nd year of Ascendancy at 05:04 0 / 8Killed by Aletta Soultorn at level 26 on the 33rd Dusk 123rd year of Ascendancy at 13:51 Killed by daelach at level 27 on the 35th Dusk 123rd year of Ascendancy at 16:51 Killed by Golbug the Destroyer at level 32 on the 45th Dusk 123rd year of Ascendancy at 19:16 Killed by orc cryomancer at level 34 on the 54th Dusk 123rd year of Ascendancy at 12:40 Killed by Greater Mummy Lord at level 39 on the 74th Haze 123rd year of Ascendancy at 02:57 Killed by steamgun turret at level 39 on the 68th Pyre 124th year of Ascendancy at 19:16 Killed by Doomed Shade of Nudurand at level 40 on the 11st Dusk 124th year of Ascendancy at 09:09 |
Primary Stats
Strength | 79 (base 60) |
Dexterity | 14 (base 11) |
Constitution | 51 (base 41) |
Magic | 84 (base 60) |
Willpower | 25 (base 10) |
Cunning | 26 (base 10) |
Resources
Life | -545/1438 |
Vim | 267/267 |
Healing Factor | 1.6982805429864 |
Regeneration | 36.088461538461 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +100% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
See Stealth | 12 |
See Invisible | 12 |
ESP Range | 10 |
ESP Kinds | animal/canine, undead/blood |
Offense: Mainhand
Damage | 212 |
Accuracy | 48 |
Crit Chance | 30% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 130 |
Accuracy | 48 |
Crit Chance | 34% |
APR | 22 |
Speed | 1.00 |
Offense: Spell
Spellpower | 80 |
Crit Chance | 37% |
Speed | 1 |
Offense: Mind
Mindpower | 36 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +42% |
Physical | +42% |
Blight | +106% |
Arcane | +42% |
Fire | +42% |
All | +27% |
Offense: Damage Penetration
Blight | +20% |
Arcane | +25% |
Defense: Base
Armour (hardiness) | 45.08934837382 (81.030927835052%) |
Defense | 0 |
Ranged Defense | 0 |
Fatigue | 41 |
Physical Save | 0 |
Spell Save | -4 |
Mental Save | -33 |
Defense: Resistances
Blight | + 39%( 70%) |
Acid | -17%( 70%) |
Nature | -60%( 70%) |
All | -54%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 50% |
Poison Resistance | 100% |
Bleed Resistance | 100% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 3 acid, 4 physical, 4 temporal, 3 arcane, 4 lightning |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to 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 111 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 Magic stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 10 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 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 Strength stat. |
Class Talents
Corruption / Scourge | 1.30 |
| 2/5 |
| 3/5 |
| 0/5 |
| 0/5 |
Corruption / Bone | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Corruption / Reaving combat | 1.30 |
| 3/5 |
| 3/5 |
| 5/5 |
| 0/5 |
Corruption / Rot | 1.30 |
| 3/5 |
| 5/5 |
| 4/5 |
| 0/5 |
Corruption / Vim | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Corruption / Plague | 1.00 |
| 5/5 |
| 4/5 |
| 4/5 |
| 5/5 |
Corruption / Sanguisuge | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 0/5 |
| 3/5 |
| 0/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Race / Whitehooves | 1.00 |
| 5/5 |
| 5/5 |
| 5/5 |
| 3/5 |
Corruption / Torment | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Corruption / Hexes | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
talent | Blood Vengeance |
talent | Infestation |
talent | Ruin |
talent | Overkill |
talent | Bone Shield |
detrimental effect | Cannot heal higher than 1384 life. Blood Lock |
beneficial effect | The target's spellpower has been increased by 45. Spellsurge |
beneficial effect | You have 5 charges. Death Momentum |
detrimental effect | Badly off balance. Global damage is reduced by 15%. Off-balance |
detrimental effect | Overwhelming magic has temporarily interfered with all damage resistances, lowering them by 20%. Spellshocked |
detrimental effect | The target is silenced, preventing it from casting spells and using some vocal talents. Silenced |
detrimental effect | The target is cursed, reducing all resistances by 34%. Curse of Vulnerability |
detrimental effect | Zone-wide effect: +10% critical chance, +20% critical damage, -20% nature and blight resistance. Sinister Aura |
detrimental effect | The target is cursed, reducing defence and all saves by 51. Curse of Defenselessness |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
After passing through some kind of time anomaly you met a temporal warden who told you to destroy the abominations of this alternate timeline. Back and Back and Back to the Future | done |
You have created a portal back to Maj'Eyal. You should try to talk to someone in Last Hope about establishing a link back. Back and there againYou talked to the Elder in Last Hope who in turn told you to talk to Tannen, who lives in the north of the city. You gave the Orb of Many Ways to Tannen to study while you look for the athame and diamond in Reknor. You brought back the diamond and athame to Tannen who asked you to check the tower of Telmur, looking for a text of portals, although he is not sure it is even there. He told you to come back in a few days. Tannen revealed himself as the vile scum he really is and trapped you in his tower. | done |
You have killed Ungolë in Ardhungol and saved the Sun Paladin. Eight legs of wonder | 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 have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 Possessed. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 533. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Agrimley the hermit is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsStire of Derth has completed an elixir of precision without your aid. Agrimley the hermit has completed an elixir of explosive force without your aid. You have aided Agrimley the hermit in creating an elixir of serendipity. You have aided Agrimley the hermit in creating an elixir of focus. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of brawn. You have aided Ungrol of Last Hope in creating an elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
You discovered a sect worshipping a demon named Kryl-Feijan in a crypt. The Sect of Kryl-FeijanThey were trying to bring it back into the world using a human sacrifice. You failed to protect her when escorting her out of the crypt. | failed |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of Creation* You have killed both Ukllmswwik and Slasul, betraying them both. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You decided to side with the Grand Corruptor and joined forces to assault the Ziguranth main base of power. The fall of ZigurThe defenders of Zigur were crushed, the Ziguranth scattered and weakened. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
Zemekkys in the Gates of Morning can build a portal back to Maj'Eyal for you. There and back again* You have found a Blood-Runed Athame. * You have found the Resonating Diamond. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Scorched Boots (4 def, 4 armour) Scorched Boots (4 def, 4 armour)3.0 T5 feet armor [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +13 (+3 eff.) Dmg.mod +15% blight +15% fire +15% darkness ----- def ----- Armour +4 Defense +4 (+0 eff.) Fatigue +8% Poison Storm: Level 3.0 Pwr.cost 30 out of 12/40. Range melee/personal Travel.spd instantaneous Is a spell Description: A furious storm of blighted poison rages around the caster in a radius of 4 for 8 turns. Each creature hit by the storm takes 44.52 blight damage and is poisoned for 178.08 blight damage over 4 turns. At talent level 2 you have a chance to inflict Insidious Blight, which reduces healing by 56%. At talent level 4 you have a chance to inflict Numbing Blight, which reduces all damage dealt by 30%. At talent level 6 you have a chance to inflict Crippling Blight, which causes talents to have a 27% chance of failure. Each possible effect is equally likely. The poison damage dealt is capable of a critical strike. The damage will increase with your Spellpower. The master blood mage Ru'Khan was the first orc to experiment with the power of the Sher'Tul farportals in the Age of Pyre. However, that first experiment was not particularly successful, and after the explosion of energy all that could be found of Ru'Khan was a pair of scorched boots. This item has been sent to the Item's Vault. |
Light source | Eldritch Pearl Eldritch Pearl0.0 lite [Unique] Arcane While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con -5 Lck dps ---------- Phys.pwr +12 (+2 eff.) Spell.pwr +12 (+3 eff.) ---------- misc Light +6 Breathe water Tidal Wave: Level 4.0 Pwr.cost 80 out of 150/150. Range melee/personal Travel.spd instantaneous Is a spell Description: A wall of water rushes out from the caster with an initial radius of 1, increasing by 1 per turn to a maximum radius of 4, doing 42.08 cold damage and 47.05 physical damage to all inside, as well as knocking back targets each turn. The tidal wave lasts for 7 turns. All creatures hit gain the wet effect, which reduces their stun/freeze immunity by half and interacts with other cold spells. The damage and duration will increase with your Spellpower. Thousands of years spent inside the temple of creation have infused this pearl with the fury of rushing water. It pulses light. |
On head | Corrupted Gaze (4 def, 8 armour) Corrupted Gaze (4 def, 8 armour)3.0 T4 head armor [Unique] Arcane While equipped: Stats +8 Mag +4 Wil +8 Cun dps ---------- Dmg.mod +20% blight Res.pen +10% blight Acc +10 (+4 eff.) ----- def ----- Armour +8 Defense +4 (+0 eff.) Fatigue +6% Resists +20% blight Disease- +50% ---------- misc See.Stealth +12 See.Invis +12 Masteries +0.30 Corruption/Vim On Spell Hit: 10% Vimsense 3 This helmet radiates a dark power. Its visor seems to twist and corrupt the vision of its wearer. You feel worried that if you were to lower it for long, the visions may affect your mind. This item has been sent to the Item's Vault. |
On hands | Brenihir (0 def, 3 armour) Brenihir (0 def, 3 armour)1.5 T4 hands armor [Rare] Arcane While equipped: Stats +10 Wil dps ---------- Mind.pwr +25 (+9 eff.) Melee+ 7 blight Dmg.mod +9% blight Res.pen +10% blight ----- def ----- Armour +3 Fatigue +5% Resists +18% blight Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+0 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn (cooling down: 4 turns) 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. |
On fingers | treant's gold ring of misery treant's gold ring of misery0.1 T3 ring jewelry [Ego++] Nature/Psionic While equipped: Stats +3 Cun dps ---------- Melee+ 7 physical Ranged+ 11 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 0 On Hit (Ranged): * 12% chance to reduce all saves and defense by 0 ----- def ----- Resists +6% nature +7% blight Poison- +15% Disease- +13% ---------- misc Hate/m.crit +2.00 Max.hate +7.00 Bleeding Edge: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 154% weapon damage. If the attack hits, the target will bleed for 293% weapon damage over 7 turns, and all healing will be reduced by 56%. Rings can have magical properties. |
On fingers | titan's voratun ring of life titan's voratun ring of life0.1 T5 ring jewelry [Ego+] Nature While equipped: Stats +3 Con ----- def ----- Phys.save +6 (+6 eff.) Max.HP +69.00 HP.reg +14.00 Heal.mod +15% Rings can have magical properties. |
Around neck | Spellblaze Echoes Spellblaze Echoes0.1 T4 amulet jewelry [Unique] Arcane While equipped: dps ---------- Spell.crit +6% Spell.pwr +8 (+2 eff.) S.pwr/crit +15 ----- def ----- Armour +6 Defense +6 (+0 eff.) Unleash a destructive wail, destroying terrain and dealing 605.91 physical damage (based on Magic) in a radius of 3. Uses 60 power out of 1/60 This ancient charm still retains a distant echo of the destruction wrought by the Spellblaze |
In main hand | Blood-Edge (157% power, 7 apr) Blood-Edge (157% power, 7 apr)3.0 T5 longsword 1H weapon [Unique] Arcane Power 157% Range: 1.4x Uses 60% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +7 Crit +6.0% Atk.spd 100% HP.leech +5% Dmg.conv 50% blight On Hit: * 15% chance to animate a bleeding foe's blood While equipped: dps ---------- Spell.crit +8% Spell.pwr +21 (+4 eff.) Dmg.mod +15% blight +15% physical ---------- misc Max.vim +25.00 Telepathy Undead/Blood Bleeding Edge: Level 4.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 163% weapon damage. If the attack hits, the target will bleed for 307% weapon damage over 7 turns, and all healing will be reduced by 67%. This deep red sword weeps blood continuously. It was born in the labs of the orcish corrupter Hurik, who sought to make a crystal that would house his soul after death. But his plans were disrupted by a band of sun paladins, and though most died purging his keep of dread minions, their leader Raasul fought through to Hurik's lab, sword in hand. There the two did battle, blade against blood magic, till both fell to the floor with weeping wounds. The orc with his last strength crawled towards his fashioned phylactery, hoping to save himself, but Raasul saw his plans and struck the crystal with his light-bathed sword. It shattered, and in the sudden impulse of energies the steel, crystal and blood were fused into one. Now the broken fragments of Raasul's soul are trapped in this terrible artifact, his mind warped beyond all sanity by decades of imprisonment. Only the taste of blood calls him forth, his soul stealing the lifeblood of others to take on physical form again, that he may thrash and wail against the living. This item has been sent to the Item's Vault. |
Around waist | Drynarikhad the hardened leather belt Drynarikhad the hardened leather belt1.0 T3 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% arcane Res.pen +25% arcane Phasing +30% ----- def ----- Spell.save +9 (+9 eff.) Anom.red +15 Max.HP +89.00 ---------- misc Mana/s.crit +2.00 Vim/s.crit +2.00 Max.mana +58.00 Max.stam +32.00 Max.hate +14.00 Max.psi +26.00 Max.vim +28.00 Max.P.En +32.00 Max.N.En +31.00 A belt that goes around your waist. |
In off hand | Malediction (150% power, 15 apr) Malediction (150% power, 15 apr)3.0 T4 waraxe 1H weapon [Unique] Arcane Power 150% Range: 1.2x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +15 Crit +10.0% Atk.spd 100% On Hit.r1 +25 blight On Hit: 10% Curse of Death 3 On Hit: 10% Curse of Vulnerability 3 While equipped: dps ---------- Spell.pwr +20 (+4 eff.) Dmg.mod +20% blight On Spell Hit: 10% Curse of Impotence 3 On Spell Hit: 10% Curse of Defenselessness 3 The land withers and crumbles wherever this cursed axe rests. This item has been sent to the Item's Vault. |
Cloak | restorative cashmere cloak of Iron Throne (2 def, 0 armour) restorative cashmere cloak of Iron Throne (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +2 (+0 eff.) Resists +10% nature +12% blight HP.reg +2.00 Heal.mod +13% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stralite plate armour of Eyal (0 def, 13 armour) stralite plate armour of Eyal (0 def, 13 armour)17.0 T4 massive armor [Ego+] Nature While equipped: ----- def ----- Armour +13 Fatigue +22% Max.HP +45.00 HP.reg +5.00 Heal.mod +14% A suit of armour made of metal plates. |
Inventory
Infusion of Wild Growth (rad 5; dur 10;) Infusion of Wild Growth (rad 5; dur 10;)0.1 T3 infusion scroll [Plot Item] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Causes thick vines to spring from the ground and entangle all targets within 5 squares for 10 turns, pinning them in place for 5 turns and dealing 56.17 physical damage and 100.47 nature damage. The vines also grow all around you, increasing your armour by 50 and armour hardiness by 30. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 T3 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 520 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
stormshield rune of the titan (threshold 22; blocks 6; dur 4; cd 16) stormshield rune of the titan (threshold 22; blocks 6; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 22 up to 6 times. 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. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
mindweaver's copper amulet of strength (+3) mindweaver's copper amulet of strength (+3)0.1 T1 amulet jewelry [Ego+] Nature/Psionic While equipped: Stats +3 Str +1 Wil dps ---------- Mind.pwr +7 (+3 eff.) ----- def ----- Mind.save +6 (+6 eff.) Confus- +11% Amulets can have magical properties. |
Belemira Belemira0.1 T2 amulet jewelry [Rare] Master While equipped: dps ---------- On Hit (Melee): * 20% chance to slow global speed by 0% * 10 arcane resource burn ----- def ----- Fatigue -5% Crit.dmg- 15.00% Max.HP +60.00 HP.reg +2.00 Amulets can have magical properties. |
Choker of Dread Choker of Dread0.1 T3 amulet jewelry [Unique] Arcane While equipped: dps ---------- Phys.pwr +5 (+0 eff.) Spell.pwr +5 (+1 eff.) ----- def ----- Blind- +100% ---------- misc See.Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 60 power out of 60/60 The evilness of undeath radiates from this amulet. |
clarifying gold amulet of perfection (0.23 Corruption / Plague,0.23 Technique / Combat training) clarifying gold amulet of perfection (0.23 Corruption / Plague,0.23 Technique / Combat training)0.1 T3 amulet jewelry [Ego+] Nature/Master While equipped: ----- def ----- Resists +15% mind Confus- +30% ---------- misc Masteries +0.23 Technique/Combat training +0.23 Corruption/Plague Amulets can have magical properties. |
gold amulet 'Boltborn' gold amulet 'Boltborn'0.1 T3 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind Res.pen +15% blight +20% mind Melee Ret 8 lightning On Hit (Melee): * 20% chance to reduce all saves and defense by 0 ----- def ----- Resists +12% lightning +11% physical ---------- misc Stam/turn +0.60 Vim/s.crit +2.00 Max.vim +30.00 Amulets can have magical properties. |
Orb of Many Ways Orb of Many Ways1.0 orb jewelry [Plot Item] Unknown Activate a portal. Uses 10 power out of 30/30 The orb projects images of distant places, some that seem not to be of this world, switching rapidly. If used near a portal, it could probably activate it. |
copper ring of frost (+20%) copper ring of frost (+20%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +10% cold ----- def ----- Resists +20% cold Rings can have magical properties. |
copper ring of perseverance copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- HP.reg +1.00 Stun/Frz- +21% Rings can have magical properties. |
warrior's copper ring of the mind (+10%) warrior's copper ring of the mind (+10%)0.1 T1 ring jewelry [Ego] Master/Psionic While equipped: Stats +3 Str dps ---------- Dmg.mod +10% mind ----- def ----- Armour +6 Resists +10% mind Rings can have magical properties. |
gladiator's steel ring gladiator's steel ring0.1 T2 ring jewelry [Ego+] Master While equipped: Stats +4 Str +5 Con dps ---------- Phys.pwr +7 (+1 eff.) Rings can have magical properties. |
mule's steel ring of nature (+22%) mule's steel ring of nature (+22%)0.1 T2 ring jewelry [Ego] Nature/Master While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Fatigue -5% Resists +22% nature ---------- misc Max.enc +23 Rings can have magical properties. |
Blindimmortal the gold ring Blindimmortal the gold ring0.1 T3 ring jewelry [Rare] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 13 physical Ranged+ 6 physical Res.pen +10% darkness +10% fire Melee Ret 2 darkness On Hit (Melee): * 23% chance to reduce all saves and defense by 0 * 20% chance to reduce damage dealt by 0% On Hit (Ranged): * 13% chance to reduce all saves and defense by 0 ----- def ----- Resists +6% fire ---------- misc Hate/m.crit +1.00 Max.hate +5.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
savior's gold ring of perseverance savior's gold ring of perseverance0.1 T3 ring jewelry [Ego] Master While equipped: ----- def ----- Phys.save +8 (+8 eff.) Spell.save +8 (+8 eff.) Mind.save +11 (+11 eff.) HP.reg +3.00 Stun/Frz- +25% Rings can have magical properties. |
solipsist's gold ring of darkness (+24%) solipsist's gold ring of darkness (+24%)0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +5 Cun +4 Wil dps ---------- Mind.pwr +7 (+3 eff.) Dmg.mod +12% darkness ----- def ----- Resists +24% darkness Rings can have magical properties. |
wizard's gold ring of misery wizard's gold ring of misery0.1 T3 ring jewelry [Ego+] Arcane/Psionic While equipped: Stats +3 Cun +2 Mag dps ---------- Melee+ 14 physical Ranged+ 15 physical On Hit (Melee): * 12% chance to reduce all saves and defense by 0 On Hit (Ranged): * 13% chance to reduce all saves and defense by 0 ----- def ----- Spell.save +4 (+4 eff.) ---------- misc Hate/m.crit +2.00 Max.hate +8.00 Bleeding Edge: Puts all charms on 20 cooldown Level 2.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: Lashes at the target, doing 144% weapon damage. If the attack hits, the target will bleed for 276% weapon damage over 7 turns, and all healing will be reduced by 43%. Rings can have magical properties. |
Bloodcaller Bloodcaller0.1 T4 ring jewelry [Unique] Psionic While equipped: ----- def ----- Fatigue -5% Mind.save -7 (-7 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 159.56 You won the Ring of Blood trial, and this is your reward. |
Ring of the Dead Ring of the Dead0.1 T4 ring jewelry [Unique] Nature While equipped: Stats +10 Lck ----- def ----- Phys.save +10 (+10 eff.) Spell.save +10 (+10 eff.) Mind.save +10 (+10 eff.) Die.at -100.00 life Will bring you back from death, but only once! This ring is imbued with powers from beyond the grave. It is said that those who wear it may find a new path when all other roads turn dim. |
imbued elven-wood vilestaff of might (129% power, 5 apr, blight element) imbued elven-wood vilestaff of might (129% power, 5 apr, blight element)5.0 T4 staff 2H weapon [Ego+] Arcane Power 129% Range: 1.2x Uses 130% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +5 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +13% Spell.pwr +12 (+3 eff.) Dmg.mod +25% blight ---------- misc Talents +1 Command Staff On Spell Hit: 10% Ice Shards 4 Staves designed for wielders of magic, by the greats of the art. |
hateful stralite battleaxe of amnesia (153% power, 3 apr) hateful stralite battleaxe of amnesia (153% power, 3 apr)3.0 T4 battleaxe 2H weapon [Ego+] Psionic Power 154% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +3 Crit +7.5% Atk.spd 100% Melee+ +21 darkness Against +16% Living On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Massive two-handed battleaxes. |
stormbringer's stralite greatmaul of massacre (178% power, 3 apr) stormbringer's stralite greatmaul of massacre (178% power, 3 apr)5.0 T4 greatmaul 2H weapon [Ego+] Nature/Master Power 179% Range: 1.5x Uses 50% Mag, 120% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.1% dam / acc Apr +3 Crit +2.5% Atk.spd 100% On Crit.r2 +13 lightning +31 cold While equipped: dps ---------- Mov.spd +50% Res.pen +20% lightning +14% cold Massive two-handed mauls. |
Trident of the Tides (191% power, 20 apr) Trident of the Tides (191% power, 20 apr)3.0 T4 trident 2H weapon [Unique] Nature Power 191% Range: 1.4x Uses 50% Mag, 140% Str Dmg Physical Mastery Exotic Weapons Mastery Acc+ +0.1% dam / acc Apr +20 Crit +15.0% Atk.spd 100% Melee+ +20 nature +15 cold On Hit: 40% Water Bolt 3 While equipped: dps ---------- Dmg.mod +20% cold Acc +10 (+4 eff.) ----- def ----- Resists +25% cold Spell.save +18 (+18 eff.) ---------- misc See.Invis +2 On Spell Hit: 20% Water Bolt 3 Freeze: Level 3.0 Pwr.cost 60 out of 150/150. Range 10 Travel.spd instantaneous Is a spell Description: Condenses ambient water on a target, freezing it for 5 turns and damaging it for 270.17. If this is used on a friendly target the cooldown is reduced by 33%. The damage will increase with your Spellpower. The power of the tides rush through this trident. Tridents require the exotic weapons mastery talent to use correctly. |
Acera (140% power, 4 apr) Acera (140% power, 4 apr)3.0 T3 longsword 1H weapon [Unique] Arcane/Master Power 141% Range: 1.4x Uses 50% Mag, 100% Str Dmg Acid Mastery Weapons Mastery Acc+ +0.4% crit.pwr / acc Apr +4 Crit +10.0% Atk.spd 100% On Crit.r2 +40 corrosive acid While equipped: dps ---------- Phys.crit +10.0% Spell.crit +10% Dmg.mod +20% acid Res.pen +20% acid ----- def ----- Resists +15% acid Corrosive Worm: Level 4.0 Pwr.cost 30 out of 30/30. Range 10 Travel.spd instantaneous Is a spell Description: Infects the target with a corrosive worm for 6 turns that reduces blight and acid resistance by 17% and feeds off damage taken. When this effect ends or the target dies the worm will explode, dealing 53 acid damage in a 4 radius ball. This damage will increase by 38% of all damage taken while infected. The damage dealt by the effect will increase with spellpower. This warped, blackened sword drips acid from its countless pores. |
truestriking voratun waraxe of daylight (150% power, 6 apr) truestriking voratun waraxe of daylight (150% power, 6 apr)3.0 T5 waraxe 1H weapon [Ego+] Arcane/Master Power 151% Range: 1.4x Uses 50% Mag, 100% Str Dmg Physical Mastery Weapons Mastery Acc+ +0.2% crit / acc Apr +6 Crit +7.0% Atk.spd 100% Melee+ +9 light Against +24% Undead While equipped: dps ---------- Res.pen +9% physical Acc +16 (+6 eff.) Apr +9 One-handed war axes. |
epiphanous pulsing mindstar of balance (107% power, 32 apr, nature damage) epiphanous pulsing mindstar of balance (107% power, 32 apr, nature damage)3.0 T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Power 107% Range: 1.1x Uses 50% Wil, 50% Mag, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit / acc Acc uses Wil Apr +32 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +7% Mind.pwr +11 (+5 eff.) Dmg.mod +17% mind ----- def ----- Phys.save +8 (+8 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) ---------- misc Equi/ret +1.30 Psi/m.crit +2.00 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
barbed pouch of voratun shots of accuracy (23/23, 177% power, 6 apr) barbed pouch of voratun shots of accuracy (23/23, 177% power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Ego+] Master Power 177% Range: 1.2x Uses 70% Dex, 50% Mag, 50% Cun Dmg Physical Acc+ +0.1% dam / acc Acc +15 Apr +6 Crit +18.0% Capacity 23 On Crit: * Wound the target dealing 360 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
Sanguine Shield (0 def, 15 armour, 220 block) Sanguine Shield (0 def, 15 armour, 220 block)7.0 T4 shield armor [Unique] Master While equipped: Stats +10 Con dps ---------- Melee Ret 15 draining blight ----- def ----- Armour +15 Fatigue +19% Resists +25% blight +10% light HP.reg +5.00 ---------- misc Talents +1 Block Though tarnished and spattered with blood, the emblem of the Sun still manages to shine through on this shield. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +5 Str +3 Con ----- def ----- Armour +6 Defense +4 (+0 eff.) Rng.Def +8 (+8 eff.) Fatigue +10% Max.HP +45.00 HP.reg +2.00 Knockbk- +50% ---------- misc Max.enc +20 Stam/turn +1.00 Max.stam +45.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
searing voratun mail armour (5 def, 10 armour) searing voratun mail armour (5 def, 10 armour)14.0 T5 heavy armor [Ego+] Arcane While equipped: dps ---------- Melee+ 14 acid 18 fire Melee Ret 15 acid 8 fire ----- def ----- Armour +10 Defense +5 (+0 eff.) Fatigue +12% Resists +14% acid +19% fire A suit of armour made of mail. |
Fireblur (0 def, 17 armour) Fireblur (0 def, 17 armour)17.0 T3 massive armor [Rare] Master While equipped: Stats +2 Wil dps ---------- Crit.mult +10.00% S.pwr/crit +10 Dmg.mod +6% fire Res.pen +15% blight Melee Ret 10 fire ----- def ----- Armour +17 Fatigue +16% Phys.save +8 (+8 eff.) ---------- misc Vim/s.crit +2.00 A suit of armour made of metal plates. |
Runuzilayahir the hardened leather belt Runuzilayahir the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +1 Str +2 Con dps ---------- Phys.pwr +5 (+0 eff.) Res.pen +15% physical ----- def ----- Resists +12% light HP.reg +1.40 Heal.mod +15% Confus- +10% A belt that goes around your waist. |
hardened leather belt 'Glulle' hardened leather belt 'Glulle'1.0 T3 belt armor [Rare] Arcane While equipped: Stats +5 Str +4 Dex +2 Wil +4 Con dps ---------- Spell.pwr +5 (+1 eff.) On Hit (Melee): * 10% chance to reduce armor by 0% * 20% chance to reduce all saves and defense by 0 ----- def ----- Mind.save +8 (+8 eff.) A belt that goes around your waist. |
Olithel the cashmere cloak (7 def, 0 armour) Olithel the cashmere cloak (7 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +3 Wil dps ---------- Spell.crit +1% S.pwr/crit +2 ----- def ----- Defense +7 (+0 eff.) Resists +12% mind Mind.save +8 (+8 eff.) Die.at -40.00 life ---------- misc Max.mana +60.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Searlord the cashmere cloak (9 def, 4 armour) Searlord the cashmere cloak (9 def, 4 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +4 Str +4 Mag dps ---------- Melee Ret 10 fire ----- def ----- Armour +4 Defense +9 (+0 eff.) Phys.save +9 (+9 eff.) Mind.save +12 (+12 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled cashmere cloak (2 def, 0 armour) spellcowled cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: Stats +2 Mag +2 Wil ----- def ----- Defense +2 (+0 eff.) Spell.save +5 (+5 eff.) ---------- misc Max.mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of fog (9 def, 8 armour) thick cashmere cloak of fog (9 def, 8 armour)2.0 T3 cloak armor [Ego+] Nature/Master While equipped: ----- def ----- Armour +8 Defense +9 (+0 eff.) Resists +12% fire +14% light +13% cold Stealth +7 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Sunspire the hardened leather gloves (10 def, 2 armour) Sunspire the hardened leather gloves (10 def, 2 armour)1.0 T2 hands armor [Rare] Nature While equipped: dps ---------- Melee Ret 4 fire ----- def ----- Armour +2 Defense +10 (+0 eff.) Resists +6% light +3% cold Max.HP +40.00 HP.reg +1.70 Pinning- +20% ---------- misc Stam/turn +0.50 Psi/turn +0.19 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
alchemist's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour) alchemist's dwarven-steel gauntlets of the juggernaut (0 def, 2 armour)1.5 T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +3 Wil +2 Con dps ---------- Melee+ 5 acid 6 fire 4 cold 5 lightning ----- def ----- Armour +2 Fatigue +3% Phys.save +15 (+15 eff.) Spell.save +4 (+4 eff.) Mind.save +5 (+5 eff.) Disarm- +26% Juggernaut: (Instant) Puts all charms on 30 cooldown Level 2.0 Pwr.cost 30 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 22% and provides a 11% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
insulating iron helm of strength (+3) (0 def, 3 armour) insulating iron helm of strength (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Str ----- def ----- Armour +3 Fatigue +5% Resists +6% fire +7% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
4 spinel 4 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 ametrine 5 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. |
citrine 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. |
6 zircon 6 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. |
11 aquamarine 11 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 opal 4 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. |
13 topaz 13 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Item imbue powers: Defense +4 (+0 eff.) Phys.save +4 (+4 eff.) Spell.save +4 (+4 eff.) Mind.save +4 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
16 amethyst 16 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
2 onyx 2 onyx0.0 T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+0 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) Item imbue powers: Defense +6 (+0 eff.) Phys.save +6 (+6 eff.) Spell.save +6 (+6 eff.) Mind.save +6 (+6 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 emerald 6 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 garnet 7 garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
7 sapphire 7 sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+0 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+8 eff.) Item imbue powers: Defense +8 (+0 eff.) Phys.save +8 (+8 eff.) Spell.save +8 (+8 eff.) Mind.save +8 (+8 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 jade 9 jade0.0 T4 green gem [Normal] While equipped: Armour +4 Resists +4% all Item imbue powers: Armour +4 Resists +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
7 turquoise 7 turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+4 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+4 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
13 ruby 13 ruby0.0 T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
8 amber 8 amber0.0 T4 yellow gem [Normal] While equipped: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Item imbue powers: Phys.crit +4.0% Spell.crit +4% Mind.crit +4% Dmg.mod +8% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
2 bloodstone 2 bloodstone0.0 T5 red gem [Normal] While equipped: Stun/Frz- +60% Item imbue powers: Stun/Frz- +60% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 fire opal 5 fire opal0.0 T5 red gem [Normal] While equipped: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Item imbue powers: Phys.crit +5.0% Spell.crit +5% Mind.crit +5% Dmg.mod +10% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 diamond 3 diamond0.0 T5 white gem [Normal] While equipped: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Item imbue powers: Stats +5 Str +5 Dex +5 Mag +5 Wil +5 Cun +5 Con Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
2 moonstone 2 moonstone0.0 T5 white gem [Normal] While equipped: Defense +10 (+0 eff.) Phys.save +10 (+10 eff.) Spell.save +10 (+10 eff.) Mind.save +10 (+10 eff.) Item imbue powers: Defense +10 (+0 eff.) Phys.save +10 (+10 eff.) Spell.save +10 (+10 eff.) Mind.save +10 (+10 eff.) Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
3 pearl 3 pearl0.0 T5 white gem [Normal] While equipped: Armour +5 Resists +5% all Item imbue powers: Armour +5 Resists +5% all Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
Crystal Focus Crystal Focus0.0 T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Dmg.mod +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
57 alchemist bloodstone 57 alchemist bloodstone0.0 T5 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 10% of max life Gems can be sold for money or used in arcane rituals. |
bright brass lantern bright brass lantern2.0 T1 lite [Ego] Master While equipped: ---------- misc Light +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. |
bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +60.00 ---------- misc Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
watchleader's alchemist's lamp of the moons watchleader's alchemist's lamp of the moons1.0 T3 lite [Ego++] Arcane/Master While equipped: dps ---------- Dmg.mod +9% darkness ----- def ----- Resists +7% light Affinity +5% darkness Blind- +26% Confus- +15% ---------- misc Light +8 Infravis +4 See.Stealth +13 See.Invis +13 Moonlight Ray: Puts all charms on 8 cooldown Level 4.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a spell Description: Focuses the power of the Moon into a beam of shadows, doing 254.51 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Heart of Poosh Heart of Poosh5.0 land misc [Unique] Nature While carried: dps ---------- Dmg.mod +2% all Natural balance. Uses 100 power out of 100/100 The very heart of the lost land of Poosh. What did Kelad need with it? |
Ivylrarithra the Murkhunt (dig speed 16 turns) Ivylrarithra the Murkhunt (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Crit.mult +5.00% Mind.pwr +10 (+4 eff.) Dmg.mod +6% darkness Melee Ret 6 darkness On Hit (Melee): * 20% chance to reduce damage dealt by 0% ----- def ----- Max.HP +23.00 ---------- misc Equi/ret +0.16 Max.stam +18.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification Chest2.0 sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Gwai's Burninator Gwai's Burninator2.0 T3 rod charm [Unique] Arcane Shoot a cone of flames (radius 5) for 564.88 fire damage (based on Magic). Uses 50 power out of 35/75 Gwai, a Pyromanceress that lived during the Spellhunt, was cornered by group of mage hunters. She fought to her last breath and is said to have killed at least ten people with this wand before she fell. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Rod of Spydric Poison (1/1) Rod of Spydric Poison (1/1)2.0 rod charm [Unique] Nature Shoot a bolt of spydric poison out to range 8, dealing 578.61 nature damage (based on Magic) over 6 turns while rendering the target unable to move. Uses 25 power out of 25/25 This rod carved out of a giant spider fang continuously drips venom. |
steel torque of mindblast [power 170] (15 cooldown) steel torque of mindblast [power 170] (15 cooldown)2.0 T2 torque charm [Ego] Psionic Blast the opponent's mind dealing 184 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
dragonbone wand of clairvoyance 'Berufang' [power 15] (15 cooldown) dragonbone wand of clairvoyance 'Berufang' [power 15] (15 cooldown)2.0 T5 wand charm [Rare] Arcane While equipped: dps ---------- Mind.crit +8% Mind.pwr +15 (+6 eff.) Dmg.mod +3% arcane Res.pen +10% mind Reveal the area around you, dispelling darkness (radius 15, power 84 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
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. |
Forbidden Tome: "The Day It Came" Forbidden Tome: "The Day It Came"2.0 forbidden tome [Unique] Unknown Read the book. The cover of this tome is old and withered. As you hold it, you get the impression of many things. Despair, misery, desperation and hopelessness all assail you at once. Something about the book also promises great power, but at what cost? |
Achievements
By Nudurand the MajWhitehoof Reaver level 31
41st Dusk 123rd year of Ascendancy at 01:31 see stats
By Nudurand the MajWhitehoof Reaver level 30
38th Dusk 123rd year of Ascendancy at 14:46 see stats
By Nudurand the MajWhitehoof Reaver level 23
13rd Pyre 123rd year of Ascendancy at 16:13 see stats
By Nudurand the MajWhitehoof Reaver level 34
51st Dusk 123rd year of Ascendancy at 05:28 see stats
By Nudurand the MajWhitehoof Reaver level 38
47th Haze 123rd year of Ascendancy at 09:50 see stats
By Nudurand the MajWhitehoof Reaver level 33
48th Dusk 123rd year of Ascendancy at 14:34 see stats
By Nudurand the MajWhitehoof Reaver level 15
9th Decay 122nd year of Ascendancy at 06:31 see stats
By Nudurand the MajWhitehoof Reaver level 10
18th Dusk 122nd year of Ascendancy at 00:26 see stats
By Nudurand the MajWhitehoof Reaver level 35
71st Dusk 123rd year of Ascendancy at 16:37 see stats
By Nudurand the MajWhitehoof Reaver level 32
45th Dusk 123rd year of Ascendancy at 20:24 see stats
By Nudurand the MajWhitehoof Reaver level 18
10th Regrowth 123rd year of Ascendancy at 00:45 see stats
By Nudurand the MajWhitehoof Reaver level 18
34th Regrowth 123rd year of Ascendancy at 03:47 see stats
By Nudurand the MajWhitehoof Reaver level 24
79th Pyre 123rd year of Ascendancy at 14:32 see stats
By Nudurand the MajWhitehoof Reaver level 36
71st Dusk 123rd year of Ascendancy at 22:07 see stats
By Nudurand the MajWhitehoof Reaver level 16
1st Wintertide 123rd year of Ascendancy at 07:51 see stats
By Nudurand the MajWhitehoof Reaver level 10
18th Dusk 122nd year of Ascendancy at 00:26 see stats
By Nudurand the MajWhitehoof Reaver level 20
65th Regrowth 123rd year of Ascendancy at 17:33 see stats
By Nudurand the MajWhitehoof Reaver level 30
38th Dusk 123rd year of Ascendancy at 00:16 see stats
By Nudurand the MajWhitehoof Reaver level 40
3rd Summertide 124th year of Ascendancy at 02:15 see stats
By Nudurand the MajWhitehoof Reaver level 39
10th Decay 123rd year of Ascendancy at 20:33 see stats
By Nudurand the MajWhitehoof Reaver level 11
70th Dusk 122nd year of Ascendancy at 05:18 see stats
By Nudurand the MajWhitehoof Reaver level 22
12nd Pyre 123rd year of Ascendancy at 22:24 see stats
By Nudurand the MajWhitehoof Reaver level 30
38th Dusk 123rd year of Ascendancy at 14:46 see stats
By Nudurand the MajWhitehoof Reaver level 26
34th Dusk 123rd year of Ascendancy at 09:41 see stats
By Nudurand the MajWhitehoof Reaver level 33
45th Dusk 123rd year of Ascendancy at 22:35 see stats
By Nudurand the MajWhitehoof Reaver level 6
76th Pyre 122nd year of Ascendancy at 07:39 see stats
By Nudurand the MajWhitehoof Reaver level 36
71st Dusk 123rd year of Ascendancy at 22:16 see stats
By Nudurand the MajWhitehoof Reaver level 9
6th Mirth 122nd year of Ascendancy at 19:57 see stats
By Nudurand the MajWhitehoof Reaver level 36
36th Haze 123rd year of Ascendancy at 16:13 see stats
By Nudurand the MajWhitehoof Reaver level 18
22nd Regrowth 123rd year of Ascendancy at 19:16 see stats
By Nudurand the MajWhitehoof Reaver level 29
37th Dusk 123rd year of Ascendancy at 13:15 see stats
By Nudurand the MajWhitehoof Reaver level 18
22nd Regrowth 123rd year of Ascendancy at 15:10 see stats
By Nudurand the MajWhitehoof Reaver level 29
38th Dusk 123rd year of Ascendancy at 00:16 see stats
Log
Nudurand's blight poison area effect hits Carrion worm mass for 34 blight damage.
Nudurand receives 19 healing from Carrion worm mass's wormblight area effect.
Talent Virulent Strike is ready to use.
Doomed Shade of Nudurand steals life from Nudurand!
Nudurand HEALS from blight damage!
Epidemic from Doomed Shade of Nudurand hits Nudurand for (30 resist armour), 93 blight, 30 healing (93 total damage) [30 healing].
Blight Poison from Nudurand hits Carrion worm mass for 34 blight damage.
Nudurand uses Essence Drain.
Doomed Shade of Nudurand uses Lifeless Rush.
Doomed Shade of Nudurand casts Catalepsy.
Diseases BURN THROUGH Nudurand!
Nudurand is free from the epidemic.
A carrion worm mass bursts forth from your wounds, softening the blow and reducing damage taken by 315.
The powerful blow energizes Nudurand reducing their cooldowns!
Doomed Shade of Nudurand casts Curse of Impotence.
Nudurand shrugs off the effect 'Stunned'!
Doomed Shade of Nudurand steals life from Nudurand!
Doomed Shade of Nudurand hits Nudurand for (30 resist armour), 1300 blight (1300 total damage).
Nudurand the level 40 majwhitehoof reaver was poxed to death by a Doomed Shade of Nudurand but nobody knew why him suddenly became evil on level 3 of Shadow Crypt.
Nudurand is no longer surging arcane power.
Nudurand deactivates Bone Shield.
Nudurand is no longer cursed.
Nudurand is not silenced anymore.
Nudurand deactivates Ruin.
Nudurand deactivates Overkill.
Nudurand deactivates Blood Vengeance.
Nudurand deactivates Infestation.
Nudurand is no longer blood locked.
Nudurand is no longer cursed.