









Character
| Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
| Addons | 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:
Items Vault 1.7.6Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions:
License note: This addon uses images (or modified versions thereof) from Game-icons.net, pursuant to the Creative Commons CC-BY-3.0 license. In particular, we use images from the following authors: Forbidden Cults 1.7.4Official Expansion! |
| Campaign | Maj'Eyal |
| Mode | Nightmare Roguelike |
| Sex | Male |
| Race | Shalore |
| Class | Necromancer |
| Level / Exp | 24 / 88% |
| Size | medium |
| Lifes / Deaths | Killed by Poltergeist Signal at level 24 on the 14th Haze 122nd year of Ascendancy at 09:30 / 1 |
Primary Stats
| Strength | 9 (base 10) |
| Dexterity | 20 (base 10) |
| Constitution | 15 (base 10) |
| Magic | 74 (base 54) |
| Willpower | 21 (base 13) |
| Cunning | 59 (base 44) |
Resources
| Life | -498/244 |
| Mana | 92/316 |
| Steam | 100/100 |
| Soul | 9/12 |
| Healing Factor | 1.2560311219418 |
| Regeneration | 3.8308949219223 |
Speed
| Mental | 0% |
| Attack | 0% |
| Movement | +15% |
| Spell | 0% |
| Global | +100% |
Vision
| Sight | 12 |
| Lite | 3 |
| Infravision | 10 |
| See Stealth | 15 |
| See Invisible | 23 |
| ESP Range | 10 |
| ESP Kinds | undead |
Offense: Mainhand
| Damage | 25 |
| Accuracy | 23 |
| Crit Chance | 30% |
| APR | 5 |
| Speed | 1.00 |
Offense: Spell
| Spellpower | 51 |
| Crit Chance | 36% |
| Speed | 1 |
Offense: Mind
| Mindpower | 42 |
| Crit Chance | 28% |
| Speed | 1 |
Offense: Damage Bonus
| Darkness | +32% |
| Lightning | +9% |
| Cold | +10% |
| All | +0% |
Offense: Damage Penetration
| Darkness | +10% |
| Lightning | +10% |
| Mind | +15% |
| Cold | +8% |
Defense: Base
| Armour (hardiness) | 14 (50%) |
| Defense | 26 |
| Ranged Defense | 26 |
| Fatigue | 2 |
| Physical Save | 18 |
| Spell Save | 27 |
| Mental Save | 24 |
Defense: Resistances
| Blight | 22%( 70%) |
| Arcane | 11%( 70%) |
| Cold | 28%( 70%) |
| All | 7%( 70%) |
| Lightning | 29%( 70%) |
| Light | 15%( 70%) |
| Temporal | 23%( 70%) |
| Physical | 7%( 70%) |
| Darkness | 39%( 70%) |
| Mind | 12%( 70%) |
| Nature | 17%( 70%) |
Defense: Immunities
| Disarm Resistance | 20% |
| Stun Resistance | 40% |
| Pinning Resistance | 23% |
| Instadeath Resistance | 100% |
| Knockback Resistance | 20% |
Inscriptions (3/3)
| Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 470 damage for 5 turns. Its effects scale with your Magic stat. |
| Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 50 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. |
| Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 820% for 10 turns (41 total) and instantly restoring 41 mana. Also when resting your mana will regenerate at 0.5 per turn. |
Class Talents
| Spell / Glacial waste | 1.60 |
| 3/5 |
| 2/5 |
| 1/5 |
| 1/5 |
| Spell / Nightfall | 1.30 |
| 4/5 |
| 5/5 |
| 2/5 |
| 0/5 |
| Spell / Dreadmaster | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Age of dusk | 1.30 |
| 5/5 |
| 3/5 |
| 5/5 |
| 0/5 |
| Spell / Grave | 1.60 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of bones | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Master of flesh | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Animus | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Spell / Death | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
| Cunning / Survival | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Steamtech / Physics | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| Spell / Spectre | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| Steamtech / Chemistry | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| Race / Shalore | 1.00 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
| Spell / Necrosis | 1.30 |
| 5/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Effects
Quests
Ungrol of Last Hope asked you to look for his wife& And now for a grave | done |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 3 of Scintillating Caves. Escort: lone alchemist (level 3 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You failed to protect the lost defiler from death by black jelly. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the lost tinker to the recall portal on level 1 of Old Forest. Escort: lost tinker (level 1 of Old Forest)As a reward you gained knowledge of tinker technology. | done |
The affairs of this mortal world are trifling compared to your true goal: To conquer death. From Death, LifeYour studies have uncovered much surrounding this subject, but now you must prepare for your glorious rebirth. You will need: * The ceremony will require that you are worthy, experienced, and possessed of a certain amount of power (level 25, Magic over 50, Willpower over 25 and one prodigy point available). * You have &039; the heart of one of your fellow necromancers. * Yiilkgur the Sher&WHITELIGHT_GREENWHITESLATE | active |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge fire dragon that dwelled there. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher&039;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. * The fortress shadow has asked that you come back as soon as possible. * The fortress shadow has asked that you come back as soon as possible. The fortress&LIGHT_GREEN | 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. | active |
Various alchemists around Maj&WHITEREDWHITEGREEN The Brotherhood of Alchemists | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
Equipment
| On feet | pair of hardened leather boots &039; (0 def, 3 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +6 Dex +5 Mag +3 Cun +9 Lck dps ---------- On Hit (Melee): * 20% chance to slow global speed by 54% ----- def ----- Armour +3 Resists +6% blight +5% arcane +3% light Stealth +8 ---------- misc See.Invis +3 A pair of boots made of leather. |
| Light source | void-walker&2.0 T1 lite [Ego+] Arcane While equipped: ----- def ----- Resists +5% cold +6% temporal Def/telep +11 Res/telep +10% Dur/telep +11% ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
| On head | Armaldil (1 def, 6 armour) 2.0 T1 head armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% darkness ----- def ----- Armour +6 Defense +1 (+0 eff.) Resists +16% darkness +1% physical Phys.save +9 (+5 eff.) Die.at -40.00 life ---------- misc Equi/ret +0.04 Max.hate +4.00 Infravis +7 Sight +2 See.Stealth +15 See.Invis +15 A pointy cloth hat, very wizardly... |
| Tool | evasive stralite torque of clear mind [power 3] (25 cooldown)2.0 T4 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 3 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to gain a 22% chance to evade weapon attacks for 2 turns. Torques are made by powerful psionics to store psionic powers. |
| On fingers | Lustrestreaker0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str +3 Mag dps ---------- Melee Ret 6 mind ----- def ----- Resists +6% light +6% mind Max.HP +21.00 Disarm- +20% Pinning- +23% Knockbk- +20% Rings make your fingers look great! |
| On fingers | steel ring &039;0.1 T2 ring jewelry [Rare] Master While equipped: Stats +4 Cun +1 Wil dps ---------- Crit.mult +15.00% Mind.pwr +20 (+7 eff.) S.pwr/crit +4 Res.pen +10% mind ----- def ----- Defense +8 (+4 eff.) ---------- misc Vim/s.crit +1.00 Rings make your fingers look great! |
| Around waist | Hailrage1.0 T1 belt armor [Rare] Nature While equipped: Stats +3 Cun +1 Wil dps ---------- Crit.mult +10.00% Mind.pwr +10 (+4 eff.) Res.pen +5% mind ----- def ----- Resists +3% cold Max.HP +32.00 A belt that goes around your waist. |
| In main hand | ash starstaff &039; (18-21 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane/Nature Power 18.0 - 21.6 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: Stats +4 Con dps ---------- Spell.crit +2% Crit.mult +22.00% Spell.pwr +15 (+5 eff.) Melee+ 20 fire Dmg.mod +18% darkness +9% lightning Res.pen +10% darkness +10% lightning ----- def ----- HP.reg +0.80 Heal.mod +10% ---------- misc See.Invis +5 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
| On hands | umbral rough leather gloves of dexterity (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Master While equipped: Stats +3 Dex dps ---------- Melee+ 5 darkness Dmg.mod +3% darkness Acc +10 (+5 eff.) ----- def ----- Armour +1 Resists +6% darkness Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
| Main armor | Silk Current (12 def, 4 armour) 2.0 T1 cloth armor [Unique] Arcane While equipped: dps ---------- Spell.pwr +5 (+2 eff.) Mov.spd +15% Dmg.mod +10% cold Res.pen +8% cold Melee Ret 10 cold ----- def ----- Armour +4 Hardiness +20% Defense +12 (+6 eff.) Fatigue +2% Resists +7% all +15% cold ---------- misc Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
| Cloak | restorative linen cloak of the voidstalker (1 def, 0 armour) 2.0 T1 cloak armor [Ego++] Arcane/Nature While equipped: ----- def ----- Defense +1 (+0 eff.) Resists +24% lightning +12% temporal +13% darkness +11% blight +11% nature HP.reg +2.00 Heal.mod +11% Stun/Frz- +40% Def/telep +12 Res/telep +11% Dur/telep +12% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
| Around neck | Lisemira the steel amulet0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +3 Wil +4 Cun +1 Con dps ---------- Crit.mult +20.00% Apr +2 ---------- misc Infravis +3 Amulets make your neck look great! |
Inventory
heroism infusion (die at -115; dur 7; cd 25)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 25 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 7 turns. While Heroism is active, you will only die when reaching -115 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 230 life, 14 duration) If your life is below 0 when this effect wears off it will be set to 1. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 399; 13 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 399 life over 5 turns. 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. |
wild infusion of the wizard (res 29%; physical; dur 4; cd 12)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 12 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 29% for 4 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. |
biting gale rune of the warrior (damage 77; dur 4; cd 23)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 23 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 77.88 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. 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. |
ethereal rune of the wizard (power 19; resist 21%; move 41%; dur 5; cd 18)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 21% all resistance, you move 41% faster, and you are invisible (power 19). Its effects scale with your Magic stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
schematic: Acid Groove0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Deflection Field0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fiery Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Fireproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Headlamp0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Healing Salve0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Moss Tread0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Second Skin0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Spring Grapple0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Steamgun0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
2 schematic: Steamsaw0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
schematic: Waterproof Coating0.1 T1 schematic scroll [Normal] [already known tinker] Learn how to build this tinker. Schematics are used by tinkers to learn how to build new constructs. |
copper amulet of magic (+3)0.1 T1 amulet jewelry [Ego] Arcane While equipped: Stats +3 Mag Amulets make your neck look great! |
copper ring &039;0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +3% physical +3% fire ----- def ----- Defense +15 (+7 eff.) Die.at -40.00 life HP.reg +2.00 Stun/Frz- +20% ---------- misc Light +1 Rings make your fingers look great! |
copper ring of corrosion (+22%)0.1 T1 ring jewelry [Ego] Nature While equipped: dps ---------- Dmg.mod +11% acid ----- def ----- Resists +22% acid Rings make your fingers look great! |
mule&0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -4% ---------- misc Max.enc +22 Rings make your fingers look great! |
Kor&5.0 T1 staff 2H weapon [Unique] Arcane Power 10.0 - 12.0 Physical Uses 110% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Crit +1.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +8% Spell.pwr +7 (+2 eff.) Dmg.mod +10% acid +10% fire +10% darkness +10% blight ---------- misc See.Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Level 3.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a spell Description: Conjures up a spear of bones, doing 142.72 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (285). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
Cloudonslaught (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +2% Spell.pwr +6 (+2 eff.) Dmg.mod +6% lightning +15% darkness +12% arcane Res.pen +25% lightning +15% arcane +10% mind ----- def ----- Resists +6% mind ---------- misc Mana/turn +0.16 Max.mana +48.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Icewolf the ash magestaff (15-18 power, 3 apr, fire element)5.0 T2 staff 2H weapon [Rare] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +9% Spell.pwr +10 (+3 eff.) Dmg.mod +15% fire Res.pen +15% mind ----- def ----- Resists +12% cold +2% physical HP.reg +4.00 Heal.mod +20% Knockbk- +20% ---------- misc Vim/s.crit +3.00 Max.vim +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poltergeist&5.0 T2 staff 2H weapon [Unique] Arcane Power 16.0 - 19.2 Arcane Uses 130% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Atk.spd 100% Dmg.conv 50% blight While equipped: dps ---------- Spell.crit +4% Spell.pwr +14 (+5 eff.) Dmg.mod +18% arcane +18% blight ----- def ----- Armour +2 Resists +10% blight +10% arcane +2% all Affinity +20% arcane Create 2 living shards of crystal to serve you for 10 turns. Uses 45 power out of 45/45 This crystalline tree branch is remarkably rigid, and refracts light in myriad colors. Gazing at it entrances you, and you worry where its power may have come from. |
ash magestaff of fate (15-18 power, 3 apr, lightning element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +6% Spell.pwr +6 (+2 eff.) Dmg.mod +15% lightning ----- def ----- Phys.save +7 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +8 (+4 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
yew magestaff of wizardry (20-24 power, 4 apr, arcane element)5.0 T3 staff 2H weapon [Ego+] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +1 Mag +1 Wil dps ---------- Spell.crit +3% Spell.pwr +14 (+5 eff.) Dmg.mod +20% arcane ---------- misc Max.mana +16.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking dwarven-steel battleaxe of erosion (31-46 power, 2 apr)3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego+] Nature/Master Power 31.0 - 46.5 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% Melee+ +12 nature While equipped: dps ---------- Res.pen +7% physical Acc +16 (+8 eff.) Apr +10 Massive two-handed battleaxes. |
warbringer&3.0 T3 battleaxe 2H weapon Reqs Str 24 [Ego++] Master Power 28.5 - 42.8 Physical Uses 120% Str Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +10 (+10 eff.) Res.pen +10% physical +10% all Acc +13 (+7 eff.) Apr +10 ----- def ----- Disarm- +21% Massive two-handed battleaxes. |
blazebringer&5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Nature/Master Power 40.5 - 60.8 Physical Uses 120% Str Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% On Crit.r2 +59 fire On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +10.0% All.spd +2% Res.pen +14% fire Massive two-handed mauls. |
dwarven-steel greatsword of amnesia (35-56 power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego+] Psionic Power 35.0 - 56.0 Physical Uses 120% Str Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 50% chance to put 1 talent on cooldown for 4 turns (checks Confusion immunity) Massive two-handed swords. |
acidic steel longsword of erosion (15-21 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego] Arcane/Nature Power 15.5 - 21.7 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +8 nature On Crit: * Splash the target with acid dealing 145 damage over 5 turns and reducing armor and accuracy by 19 Sharp, long, and deadly. |
elemental steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon Reqs Str 16 [Ego+] Arcane Power 15.0 - 21.0 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 87 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +8% cold Res.pen +9% cold Sharp, long, and deadly. |
elemental dwarven-steel longsword (24-33 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Power 24.0 - 33.6 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 cold damage (1/turn) While equipped: dps ---------- Dmg.mod +8% cold Res.pen +9% cold Sharp, long, and deadly. |
elemental dwarven-steel longsword of projection (24-34 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego++] Arcane/Psionic Power 24.5 - 34.3 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% On Hit: * Create an explosion dealing 87 lightning damage (1/turn) * Projects up to 2 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) While equipped: dps ---------- Dmg.mod +8% lightning Res.pen +10% lightning Sharp, long, and deadly. |
truestriking dwarven-steel longsword of persecution (21-29 power, 4 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Disrupt/Master Power 21.0 - 29.4 Physical Uses 100% Str Acc+ +0.4% crit mult (max 40%) Apr +4 Crit +3.5% Atk.spd 100% Against +9% Unnatural While equipped: Stats +2 Wil dps ---------- Res.pen +7% physical Acc +5 (+3 eff.) Apr +10 Sharp, long, and deadly. |
steel dagger &039; (12-15 power, 17 apr)1.0 T2 dagger 1H weapon [Rare] Arcane Power 12.0 - 15.6 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +17 Crit +5.0% Atk.spd 100% Phasing +12% While equipped: dps ---------- Res.pen +5% blight ----- def ----- Defense +10 (+5 eff.) Resists +9% light Crit.chn- 15.00% Disease- +20% ---------- misc Max.vim +20.00 Sharp, short and deadly. |
slime-covered dwarven-steel dagger of evisceration (15-20 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Disrupt/Master Power 15.5 - 20.2 Physical Uses 50% Str, 50% Dex Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: * 7% chance to slow global speed by 54% On Crit: * Wound the target dealing 15 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +6.0% Phys.pwr +5 (+5 eff.) Sharp, short and deadly. |
creative thorny mindstar of resolve (7-8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego] Nature/Psionic Power 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun +5 Wil dps ---------- Mind.crit +3% Crit.mult +5.00% Mind.pwr +6 (+2 eff.) ----- def ----- Spell.save +3 (+1 eff.) ---------- misc Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
Overclocked Radius (28-42 power, 19 apr)3.0 T3 steamsaw 1H weapon Reqs Str 24 [Unique] Arcane/Steamtech Power 28.0 - 42.0 Phys.bleed Uses 100% Str Acc+ +0.2% crit chance (max 25%) Apr +19 Crit +9.0% Atk.spd 122% Block +50 On Hit: * increase paradox by a random amount On Crit: * increase paradox by a drastic amount with a chance to do an anomaly (0% chance). If anomaly triggers, halve paradox. Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +10 (+5 eff.) Fatigue +9% Affinity +30% temporal ---------- misc Talents +2 Block +1 Paradox Pool Attack speed increases with paradox, up to 250% at 1000 paradox. Faced with the petty quandaries of &039;, some mad tinker must have coated this sawblade with a fine sheathe of dilated time to maximize its speed. There were ...side effects. |
steady dwarven-steel steamgun of recursion4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Arcane/Master/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% On Hit: 10% Shoot 1 Uses 2.0 Steam While equipped: dps ---------- Phys.crit +1.0% Acc +6 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
throat-seeking dwarven-steel steamgun of dampening4.0 T3 steamgun 1H weapon Reqs Dex 24 Shoot [Ego+] Disrupt/Steamtech Acc+ +0.2% base dam (max 20%) Apr +9 Atk.spd 100% Range +8 Proj.spd +600% Ranged+ +5 nature On Crit: * silences the target Uses 2.0 Steam While equipped: dps ---------- Res.pen +7% nature ----- def ----- Resists +7% acid +10% lightning +7% cold +10% fire +3% all Spell.save +7 (+3 eff.) Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Pyrehash the pouch of steel shots (19/19, 29-34 power, 2 apr)3.0 T2 shot ammo [Rare] Master Power 29.0 - 34.8 Physical Uses 70% Dex, 50% Cun Acc+ +0.2% base dam (max 20%) Apr +2 Crit +4.5% Capacity 19 Phasing +30% Ranged+ +8 fire On Hit.r1 +20 blight On Crit.r2 +20 blight Shots are used with slings to pummel your foes to death. |
crackling steel shield of cold resistance (+12%) (0 def, 4 armour, 39 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego+] Arcane/Master Learn shield attack talent or enable &039; to see combat stats. While equipped: Stats +2 Dex dps ---------- Melee Ret 7 lightning ----- def ----- Armour +4 Fatigue +8% Resists +12% lightning +15% cold ---------- misc Talents +1 Block Handheld deflection devices. |
reinforced steel shield (0 def, 7 armour, 78 block)7.0 T2 shield armor Reqs Shield usage training Str 16 [Ego] Master Learn shield attack talent or enable &039; to see combat stats. While equipped: ----- def ----- Armour +7 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
dwarven-steel shield of resistance (0 def, 6 armour, 77.5 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego+] Nature Learn shield attack talent or enable &039; to see combat stats. While equipped: ----- def ----- Armour +6 Fatigue +8% Resists +9% acid +7% fire +5% lightning +7% cold ---------- misc Talents +1 Block Handheld deflection devices. |
Mayima the linen robe (0 def, 0 armour)2.0 T1 cloth armor [Rare] Nature While equipped: dps ---------- Dmg.mod +11% nature ----- def ----- Resists +16% nature +7% all HP.reg +2.00 Disease- +10% Teleport- +20% Def/telep +5 Res/telep +5% Dur/telep +5% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
linen robe (0 def, 0 armour)2.0 T1 cloth armor [Normal] While equipped: ----- def ----- Resists +7% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+3 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+6 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+6 eff.) Send out a range 5 beam of kinetic energy, dealing 33.33 to 41.67 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
rejuvenating cured leather armour of stability (6 def, 4 armour)9.0 T2 light armor Reqs Str 14 [Ego] Nature/Master While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +7% Resists +5% physical Phys.save +11 (+6 eff.) HP.reg +3.60 ---------- misc Stam/turn +0.60 A suit of armour made of leather. |
hardened leather armour of the hero (9 def, 6 armour)9.0 T3 light armor Reqs Str 16 [Ego+] Arcane/Nature/Master While equipped: Stats +5 Str +5 Dex +4 Mag +5 Wil +4 Cun ----- def ----- Armour +6 Defense +9 (+4 eff.) Fatigue +8% Max.HP +34.00 A suit of armour made of leather. |
radiant dwarven-steel mail armour of clarity (3 def, 8 armour)14.0 T3 heavy armor Reqs Heavy armour training Str 28 [Ego+] Nature/Psionic While equipped: Stats +2 Wil ----- def ----- Armour +8 Defense +3 (+1 eff.) Fatigue +12% Resists +16% blight +15% darkness +6% mind Mind.save +10 (+5 eff.) ---------- misc Light +1 A suit of armour made of mail. |
enlightening steel plate armour of implacability (0 def, 14 armour)17.0 T2 massive armor Reqs Massive armour training Str 28 [Ego++] Master/Psionic While equipped: Stats +4 Cun +4 Wil ----- def ----- Armour +14 Fatigue +18% Phys.save +6 (+4 eff.) Mind.save +11 (+6 eff.) A suit of armour made of metal plates. |
impenetrable dwarven-steel plate armour of temporal resistance (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training Str 35 [Ego] Arcane/Master While equipped: ----- def ----- Armour +18 Fatigue +22% Resists +20% temporal A suit of armour made of metal plates. |
grounding rough leather belt of transcendence1.0 T1 belt armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.pwr +3 (+1 eff.) ----- def ----- Resists +5% lightning +6% temporal Phys.save +5 (+3 eff.) A belt that goes around your waist. |
rough leather belt &039;1.0 T1 belt armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +9% acid +9% blight Res.pen +5% blight ----- def ----- Resists +7% blight +3% acid The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Tondil the linen cloak (1 def, 5 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +5 (+5 eff.) Apr +5 Melee Ret 6 physical ----- def ----- Armour +5 Defense +1 (+0 eff.) Resists +10% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak of the voidstalker (2 def, 0 armour)2.0 T3 cloak armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +14% temporal Def/telep +16 Res/telep +11% Dur/telep +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 10 cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikefist (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: Stats +3 Str +3 Mag +2 Con dps ---------- Crit.mult +5.00% Res.pen +10% arcane ----- def ----- Armour +1 Resists +3% blight +6% lightning Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 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. |
scholar&3.0 T3 feet armor Reqs Heavy armour training [Ego+] Arcane/Master While equipped: dps ---------- Spell.pwr +4 (+1 eff.) ----- def ----- Armour +4 Defense +5 (+2 eff.) Fatigue +3% Evasion: (Instant) Puts all charms on 30 cooldown Level 3.0 Pwr.cost 30 out of 30/30. Range melee/personal Travel.spd instantaneous Description: Your quick wit and reflexes allow you to anticipate attacks against you, granting you a 21% chance to evade melee and ranged attacks and 11 increased defense for 4 turns. The chance to evade and defense bonus increase with your Dexterity. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer& |
polar rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 cold Dmg.mod +4% cold ----- def ----- Armour +1 Resists +5% cold Learn an unarmed attack talent or enable &039; to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Cloud Caller (0 def, 0 armour)2.0 T1 head armor [Unique] Nature While equipped: dps ---------- Dmg.mod +10% lightning +10% cold ----- def ----- Resists +10% lightning +10% cold A small storm cloud follows you, dealing 15 lightning damage to all enemies in a radius of 3 each turn. Call Lightning: Level 1.0 Pwr.cost 15 out of 30/30. Range 10 Travel.spd instantaneous Is a nature gift Description: Calls forth a powerful beam of lightning doing 39.57 to 118.70 lightning damage (79.13 average). The damage will increase with your Mindpower. This hat& |
insulating rough leather cap of constitution (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +1 Fatigue +1% Resists +5% fire +5% cold A cap made of leather. |
5 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+2 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+2 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. |
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. |
7 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 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. |
6 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. |
5 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. |
5 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+3 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+3 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. |
9 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. |
7 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 lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+4 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 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. |
3 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 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. |
sapphire0.0 T4 blue gem [Normal] While equipped: Defense +8 (+4 eff.) Phys.save +8 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Item imbue powers: Defense +8 (+4 eff.) Phys.save +8 (+5 eff.) Spell.save +8 (+4 eff.) Mind.save +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
turquoise0.0 T4 green gem [Normal] While equipped: Res.pen +10% all Acc +10 (+5 eff.) Item imbue powers: Res.pen +10% all Acc +10 (+5 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
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. |
51 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. |
brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
bright brass lantern of clarity2.0 T1 lite [Ego] Master/Psionic While equipped: ----- def ----- Mind.save +5 (+3 eff.) ---------- misc Light +5 See.Stealth +6 See.Invis +5 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. |
Automated Portable Extractor0.0 power tinker [Plot Item] Steamtech While carried: Melt all the items in the APE at once (also done automatically when you change level). Uses 0 power out of 1000/1000 The APE is a multifunction tinker toolbox. It can store temporarily any amount of items and when requested melt them down using metallurgic and chemical processes. The metals are melted into lumps of ore to server for the creation of tinkers. Any remains are melted and turned into valuable materials. |
Celia&2.0 heart misc [Unique] Arcane Extract a tiny part of Celia&LAST999900LASTANTIQUE_WHITE |
dwarven-steel pickaxe of deeplife (dig speed 23 turns)3.0 T3 digger tool [Ego+] Nature While equipped: Stats +2 Str ----- def ----- Resists +8% darkness Affinity +15% darkness ---------- misc Infravis +4 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Prox&2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling&039;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&039;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. |
Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest2.0 sher&VIOLETLASTCRIMSONLASTYELLOWLASTffff66LAST999900LASTANTIQUE_WHITE039;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. |
Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target&LIGHT_GREENLASTLIGHT_GREENLASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
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. |
Emywen the Spiderstalker [power 175] (15 cooldown)2.0 T2 torque charm [Rare] Psionic While equipped: dps ---------- Res.pen +15% darkness Melee Ret 10 nature ----- def ----- Resists +3% light +15% cold Spell.save +6 (+3 eff.) Project a gust of wind in a cone knocking all creatures back 8 spaces and dealing 175 physical damage Puts all charms on 15 cooldown 100% to reduce fatigue by 33% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
quick steel torque of mindblast [power 160] (10 cooldown)2.0 T2 torque charm [Ego+] Psionic Blast the opponent&ORANGELASTLIGHT_GREENLASTORANGELASTLIGHT_GREENLASTLAST999900LASTANTIQUE_WHITE |
innervating elm wand of lightning storm [power 122] (15 cooldown)2.0 T1 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Puts all charms on 15 cooldown 100% to reduce fatigue by 21% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Heart of the Sandworm Queen0.0 heart corpse [Plot Item] Nature Consume the heart. The heart of the Sandworm Queen, ripped from her dead body. You could ... consume it, should you feel mad enough or you could try to corrupt it somewhere. |
Achievements
Exterminator (Nightmare (Roguelike) difficulty)
Killed 1000 creatures.By Greg the Shalore Necromancer level 19
27th Dusk 122nd year of Ascendancy at 17:30 see stats
Home sweet home (Nightmare (Roguelike) difficulty)
43rd Dusk 122nd year of Ascendancy at 10:18 see stats
Level 10 (Nightmare (Roguelike) difficulty)
Got a character to level 10.By Greg the Shalore Necromancer level 10
9th Mirth 122nd year of Ascendancy at 23:54 see stats
Level 20 (Nightmare (Roguelike) difficulty)
Got a character to level 20.By Greg the Shalore Necromancer level 20
29th Dusk 122nd year of Ascendancy at 06:15 see stats
Tales of the Spellblaze (Nightmare (Roguelike) difficulty)
Learned the eight chapters of the Spellblaze Chronicles.By Greg the Shalore Necromancer level 21
43rd Dusk 122nd year of Ascendancy at 10:45 see stats
That was close (Nightmare (Roguelike) difficulty)
Killed your target while having only 1 life left.By Greg the Shalore Necromancer level 3
76th Pyre 122nd year of Ascendancy at 14:09 see stats
The Arena (Nightmare (Roguelike) difficulty)
Unlocked Arena mode.By Greg the Shalore Necromancer level 12
2nd Flare 122nd year of Ascendancy at 05:16 see stats
Treasure Hunter (Nightmare (Roguelike) difficulty)
Amassed 1000 gold pieces.By Greg the Shalore Necromancer level 16
8th Dusk 122nd year of Ascendancy at 12:45 see stats
Log
Spikes of Decrepitude hits Shadow for 0 cold, 0 darkness (0 total damage).
Poltergeist Signal recovers sight.
Dire Plague from Greg hits Poltergeist Signal for 67 darkness damage.
Poltergeist Signal activates his red barreled steamgun!
Greg loses sight!
Talent Night Sphere is ready to use.
Spikes of Decrepitude hits Shadow for 10 cold, 1 darkness (12 total damage).
Greg casts Night Sphere.
Greg casts Rune: Shatter Afflictions.
Greg recovers sight.
A shield forms around Greg.
Greg casts Night Sphere.
Animated truestriking dwarven-steel dagger of rage is on fire!
Your shield crumbles under the damage!
The shield around Greg crumbles.
Greg is on fire!
Poltergeist Signal&fbd578LAST
Greg deactivates Hiemal Shield.
Greg&LASTLASTLAST{bold}039;s Static Shot performs a ranged critical strike against Greg!
Greg resists the knockback!
Dire Plague from Greg hits Poltergeist Signal for 67 darkness damage.
Poltergeist Signal&fbd578LAST122 fire, 46 lightning, 15 physical, 207 physical (391 total damage).
Poltergeist Signal&LIGHT_REDLASTROYAL_BLUELASTWHITELASTWHITELAST363 total damage).
Poltergeist Signal&fbd578LASTSLATELASTSLATELASTLIGHT_REDLASTSLATELASTROYAL_BLUELASTSLATELASTWHITELASTSLATELAST38 fire, (17 absorbed), 23 lightning, 15 physical, 207 physical (310 total damage).
Greg the level 24 shalore necromancer was eviscerated to death by a Poltergeist Signal on level 3 of Ruined halfling complex.




































































































































