Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | (new) Nekarcos's Quality of Life 01: Effect Display 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. 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: Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
Select your Escorts 1.7.0Allows you to choose which escorts you will encounter at the start of the game. There is an option to choose a random escort in case you just wanted to guarantee some unlocks before continuing with the base game's behavior. Note: You're only supposed to be able to choose the lost tinker once. (Must have the Embers of Rage DLC and unlocked by playing in the Orcs campaign) To reach me faster, please leave a message on the Steam Workshop page. I don't get notifications on te4.org so I may take longer to reply. 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:
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 Wardens Call Fix 1.7.0Changes Temporal Warden's - Warden's Call talent to solve memory issues Warden's Call now do not create a new actor (paradox clone) on each trigger, The conditions for triggering are the same as for the paradox clones, - do warden swap I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :) Improved Combat Text v2 1.6.0Description Original Improved Combat Text mod by Codefly This addon replaces ToME's floating combat text: Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Upd: Я просто исправил ошибки чекера. Мод корректно работает на новых версиях игры. Этот аддон заменяет всплывающий текст боя в игре: Установка: Удаление: или в игре: Accurate Weapon Damage 1.7.0Makes the stats displayed when viewing a weapon's name more accurately reflect the damage it would deal if you were to wield it. Should not have any major compatibility issues with other addons. Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Doomelf |
Class | Brawler |
Level / Exp | 22 / 33% |
Size | big |
Lifes / Deaths | Killed by Isuta the snow giant at level 22 on the 21st Haze 122nd year of Ascendancy at 06:40 / 1 |
Primary Stats
Strength | 67 (base 51) |
Dexterity | 32 (base 29) |
Constitution | 18 (base 10) |
Magic | 18 (base 10) |
Willpower | 21 (base 10) |
Cunning | 42 (base 28) |
Resources
Life | -83/518 |
Stamina | 47/220 |
Healing Factor | 1.0711363549267 |
Regeneration | 4.5523295084385 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 5 |
See Stealth | 31.051968732286 |
See Invisible | 31.051968732286 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Barehand
Damage | 77 |
Accuracy | 47 |
Crit Chance | 18% |
APR | 27 |
Speed | 1.00 |
Offense: Spell
Spellpower | 24 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 33 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Physical | +3% |
Light | +21% |
All | 0% |
Offense: Damage Penetration
Acid | +20% |
Lightning | +15% |
Physical | +10% |
Cold | +20% |
Mind | +5% |
Defense: Base
Armour (hardiness) | 20 (35.65183292883%) |
Defense | 35 |
Ranged Defense | 35 |
Fatigue | 1.7763568394003E-15 |
Physical Save | 31 |
Spell Save | 19 |
Mental Save | 29 |
Defense: Resistances
Acid | + 3%( 70%) |
Light | + 3%( 70%) |
Darkness | + 6%( 70%) |
Nature | + 3%( 70%) |
Physical | + 3%( 70%) |
Mind | + 6%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Disarm Resistance | 22% |
Confusion Resistance | 20% |
Silence Resistance | 23% |
Stun Resistance | 100% |
Instadeath Resistance | 100% |
Blind Resistance | 20% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 27 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -386 life. The duration and life will increase by 1% for every 1% life you have lost (currently 835 life, 12 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 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 67 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 Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 198 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Cunning / Tactical | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Technique / Grappling | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Pugilism | 1.30 |
| 1/5 |
| 2/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 lost tinker to the recall portal on level 2 of Trollmire. Escort: lost tinker (level 2 of Trollmire)As a reward you improved talent Last Engineer Standing (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 3 of Norgos Lair. Escort: repented thief (level 3 of Norgos Lair)As a reward you improved talent Lacerating Strikes (+1 level(s)). | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed honey tree root. * 'Needed: one vial of elder vampire blood. Once you've gotten it, cross some moving water on your way back.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | done |
Equipment
On feet | pair of iron boots 'Prismwrack' (0 def, 3 armour) pair of iron boots 'Prismwrack' (0 def, 3 armour)3.0 T1 feet armor Reqs Heavy armour training [Rare] Arcane While equipped: dps ---------- Dmg.mod +21% light Res.pen +15% lightning ----- def ----- Armour +3 Fatigue +2% Resists +3% light Silence- +23% Confus- +20% Stun/Frz- +22% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | steady dwarven-steel gauntlets of strength (+4) (0 def, 2 armour) steady dwarven-steel gauntlets of strength (+4) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Master/Psionic While equipped: Stats +4 Str dps ---------- Phys.pwr +7 (+2 eff.) Acc +6 (+2 eff.) ----- def ----- Armour +2 Fatigue +3% Phys.save +6 (+3 eff.) Mind.save +7 (+3 eff.) Disarm- +22% Unarmed combat: Power 131% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Acc +7 Apr +9 Crit +8.0% Atk.spd 100% On Hit: 10% Perfect Control 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | Gykira the Rainvault (0 def, 3 armour) Gykira the Rainvault (0 def, 3 armour)3.0 T1 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +20% acid +10% cold ----- def ----- Armour +3 Fatigue +5% Crit.chn- 15.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Tool | Silylrath the Glacierbone [power 117] (22 cooldown) Silylrath the Glacierbone [power 117] (22 cooldown)2.0 T5 torque charm [Random Unique] Psionic While equipped: dps ---------- Dmg.mod +3% mind Res.pen +5% mind +10% cold On Hit (Melee): * 20% chance to reduce all saves and defense by 22 ----- def ----- Resists +6% mind Setup a psionic shield, reducing all damage taken by 117 for 5 turns Puts all charms on 22 cooldown 100% to reduce 3 talent cooldowns by 2. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Psionic While equipped: Stats +4 Cun dps ---------- Melee+ 22 physical Ranged+ 20 physical On Hit (Melee): * 13% chance to reduce all saves and defense by 22 On Hit (Ranged): * 10% chance to reduce all saves and defense by 22 ----- def ----- Stun/Frz- +30% ---------- misc Hate/m.crit +1.00 Max.hate +11.00 Bleeding Edge: Puts all charms on 17 cooldown Level 3.0 Pwr.cost 17 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 make your fingers look great! |
On fingers | gold quartz ring gold quartz ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +6 Wil dps ---------- Spell.pwr +10 (+5 eff.) ----- def ----- Stun/Frz- +30% Rings make your fingers look great! |
Around neck | Siloldavea the gold amulet Siloldavea the gold amulet0.1 T3 amulet jewelry [Rare] Nature While equipped: Stats +5 Str dps ---------- Apr +1 ----- def ----- Resists +3% acid +6% darkness Stun/Frz- +20% ---------- misc Stam/turn +3.00 Max.stam +20.00 Amulets make your neck look great! |
Main armor | The Untouchable (14 def, 12 armour) The Untouchable (14 def, 12 armour)9.0 T3 light armor [Unique] Arcane While equipped: Stats +8 Cun dps ---------- Apr +10 ----- def ----- Armour +12 Defense +14 (+6 eff.) When you take a hit of more than 20% of your max life a shield is created equal to 130% the damage taken. This rugged jacket is the subject of many a rural legend. Some say it was fashioned by an adventurous mage turned rogue, in times before the Spellblaze, but was since lost. All manner of shady gamblers have since claimed to have worn it at one point or another. To fail, but live, is what it means to be untouchable, they said. |
Light source | brass lantern 'Delodil' brass lantern 'Delodil'2.0 T1 lite [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +10% physical Acc +15 (+5 eff.) ----- def ----- Resists +3% physical Max.HP +43.00 ---------- 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. |
Cloak | cashmere cloak 'Koraruimnir' (2 def, 0 armour) cashmere cloak 'Koraruimnir' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Psionic While equipped: Stats +2 Wil dps ---------- Mind.pwr +15 (+7 eff.) ----- def ----- Defense +2 (+1 eff.) Resists +3% nature Mind.save +9 (+4 eff.) Die.at -80.00 life HP.reg +4.00 Blind- +20% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around waist | rough leather belt 'Betevena' rough leather belt 'Betevena'1.0 T1 belt armor [Rare] Master While equipped: Stats +1 Wil dps ---------- Crit.mult +10.00% Phys.pwr +3 (+1 eff.) Dmg.mod +3% physical ----- def ----- Crit.chn- 10.00% Spell.save +6 (+3 eff.) ---------- misc Max.stam +10.00 Max.psi +30.00 Size +1 A belt that goes around your waist. |
Inventory
movement infusion of the sneak (speed 554%; cd 10) movement infusion of the sneak (speed 554%; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to increase movement speed by 554% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion (res 17%; magical; dur 3; cd 16) wild infusion (res 17%; magical; dur 3; cd 16)0.1 infusion scroll [Normal] Nature 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 nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 17% for 3 turns. Also removes cross-tier effects of the affected types for free. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
acid wave rune of the wizard (damage 72; dur 4; cd 16) acid wave rune of the wizard (damage 72; 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 unleash a cone dealing 71.60 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. 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. |
wanderer's copper amulet of murder wanderer's copper amulet of murder0.1 T1 amulet jewelry [Ego++] Master While equipped: Stats +4 Dex +4 Cun +3 Con dps ---------- Crit.mult +11.00% Mov.spd +10% Acc +5 (+1 eff.) Apr +11 ----- def ----- Fatigue -5% HP.reg +2.00 ---------- misc Stam/turn +0.50 Amulets make your neck look great! |
grounding steel amulet of dexterity (+2) grounding steel amulet of dexterity (+2)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex ----- def ----- Resists +11% lightning Stun/Frz- +20% Amulets make your neck look great! |
Ulfabers Ulfabers0.1 T1 ring jewelry [Rare] Master While equipped: Stats +1 Str dps ---------- Dmg.mod +3% mind Melee Ret 6 mind ----- def ----- Max.HP +22.00 Disarm- +20% Pinning- +20% Knockbk- +20% ---------- misc Light +2 Rings make your fingers look great! |
Olathel Olathel0.1 T3 ring jewelry [Rare] Master While equipped: Stats +3 Con dps ---------- Crit.mult +10.00% Acc +25 (+8 eff.) Apr +9 ----- def ----- Armour +6 Defense +10 (+5 eff.) Resists +6% temporal Disengage: Puts all charms on 9 cooldown Level 2.6 Pwr.cost 9 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring pixie's gold ring0.1 T3 ring jewelry [Ego+] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +6 (+3 eff.) Rings make your fingers look great! |
yew vilestaff of invocation (25.9 damage (121% power), 1.2x range, 4 apr, acid element) yew vilestaff of invocation (25.9 damage (121% power), 1.2x range, 4 apr, acid element)5.0 T3 staff 2H weapon Reqs Mag 24 [Ego+] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +15 (+7 eff.) S.pwr/crit +6 Dmg.mod +20% acid ---------- misc Talents +1 Command Staff Conjure elemental energy in a radius 6 cone, dealing 25.85 to 31.03 acid damage Puts all charms on 7 cooldown Staves designed for wielders of magic, by the greats of the art. |
Islera (52.8 damage (126% power), 1.5x range, 2 apr) Islera (52.8 damage (126% power), 1.5x range, 2 apr)3.0 T2 battleaxe 2H weapon [Random Unique] Disrupt/Master Power 126% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% On Hit: * 12% chance to slow global speed by 48% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +2 Cun +4 Str dps ---------- Phys.crit +17.0% Crit.mult +20.00% Phys.pwr +9 (+2 eff.) Apr +12 ---------- misc Light +1 See.Invis +9 Massive two-handed battleaxes. |
truestriking dwarven-steel greatsword of massacre (66.5 damage (157% power), 1.6x range, 2 apr) truestriking dwarven-steel greatsword of massacre (66.5 damage (157% power), 1.6x range, 2 apr)3.0 T3 greatsword 2H weapon [Ego+] Master Power 157% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Res.pen +9% physical Acc +16 (+5 eff.) Apr +12 Massive two-handed swords. |
steel mace of evisceration (40.7 damage (107% power), 1.4x range, 3 apr) steel mace of evisceration (40.7 damage (107% power), 1.4x range, 3 apr)3.0 T2 mace 1H weapon [Ego+] Master Power 107% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% On Crit: * Wound the target dealing 231 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +5.0% Phys.pwr +6 (+2 eff.) Blunt and deadly. |
Chameroddathel (40.3 damage (106% power), 1.4x range, 2 apr) Chameroddathel (40.3 damage (106% power), 1.4x range, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 106% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +20 temporal On Crit.r2 +11 acid +8 nature +20 mind While equipped: dps ---------- Res.pen +8% acid +10% temporal +6% nature Apr +6 On Hit (Melee): * 20% chance to reduce all saves and defense by 22 One-handed war axes. |
Poremikira the Tidequench (38.0 damage (100% power), 1.4x range, 2 apr) Poremikira the Tidequench (38.0 damage (100% power), 1.4x range, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Nature Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +8 nature On Hit.r1 +20 cold On Crit.r2 +4 darkness While equipped: Stats +1 Wil dps ---------- Dmg.mod +6% arcane +9% cold ---------- misc Mana/s.crit +2.00 One-handed war axes. |
Snowedge the iron waraxe (38.0 damage (100% power), 1.4x range, 2 apr) Snowedge the iron waraxe (38.0 damage (100% power), 1.4x range, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Master Power 100% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +3.5% Atk.spd 100% On Crit.r2 +12 arcane While equipped: dps ---------- Res.pen +25% arcane +6% all Acc +9 (+3 eff.) Apr +7 Melee Ret 6 temporal ----- def ----- Resists +15% cold Def/telep +10 Res/telep +10% Dur/telep +10% One-handed war axes. |
blooming mossy mindstar of clarity (18.7 damage (77% power), 1.1x range, 12 apr, mind damage) blooming mossy mindstar of clarity (18.7 damage (77% power), 1.1x range, 12 apr, mind damage)3.0 T1 mindstar 1H weapon [Ego] Nature/Psionic Power 77% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) ----- def ----- Mind.save +3 (+1 eff.) Heal.mod +11% Heal/summ +10 ---------- misc Max.psi +13.00 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. |
gifted vined mindstar of life (20.7 damage (85% power), 1.1x range, 18 apr, mind damage) gifted vined mindstar of life (20.7 damage (85% power), 1.1x range, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Ego] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +6 (+3 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.50 ---------- 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. |
resonating vined mindstar of storms (20.7 damage (85% power), 1.1x range, 18 apr, nature damage) resonating vined mindstar of storms (20.7 damage (85% power), 1.1x range, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego++] Nature/Psionic Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 lightning Dmg.mod +4% mind +6% lightning Res.pen +4% mind +6% lightning ----- def ----- Resists +2% mind +6% lightning Dmg.Resnn +6% ---------- misc Psi/ret +0.70 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
vined mindstar (20.7 damage (85% power), 1.1x range, 18 apr, mind damage) vined mindstar (20.7 damage (85% power), 1.1x range, 18 apr, mind damage)3.0 T2 mindstar 1H weapon [Normal] Nature Power 85% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) ---------- 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. |
Xussra the thorny mindstar (23.1 damage (95% power), 1.1x range, 24 apr, mind damage) Xussra the thorny mindstar (23.1 damage (95% power), 1.1x range, 24 apr, mind damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Random Unique] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Mind Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% Phasing +30% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 7 physical Dmg.mod +4% mind +9% physical Res.pen +9% mind +11% physical ----- def ----- Resists +5% mind +12% physical Dmg.Resnn +10% Heal.mod +15% Heal/summ +23 ---------- misc Stam/turn +3.00 Psi/ret +0.70 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. |
manaburning thorny mindstar of sand (23.8 damage (97% power), 1.1x range, 24 apr, nature damage) manaburning thorny mindstar of sand (23.8 damage (97% power), 1.1x range, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Disrupt Power 97% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% On Hit: * 13 arcane resource burn While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Melee+ 9 physical Dmg.mod +9% physical Res.pen +6% physical ----- def ----- Resists +4% arcane +7% physical ---------- 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. |
projecting thorny mindstar (23.1 damage (95% power), 1.1x range, 24 apr, nature damage) projecting thorny mindstar (23.1 damage (95% power), 1.1x range, 24 apr, nature damage)3.0 T3 mindstar 1H weapon Reqs Wil 24 [Ego+] Nature/Psionic Power 95% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+3 eff.) Dmg.mod +8% lightning +5% fire +11% cold ---------- misc Talents +1 Attune Mindstar Masteries +0.20 Psionic/Focus +0.10 Psionic/Projection 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. |
mighty cured leather sling of piercing mighty cured leather sling of piercing4.0 T2 sling 1H weapon Reqs Shoot [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +7 While equipped: Stats +2 Str dps ---------- Phys.pwr +6 (+2 eff.) Res.pen +6% all Acc +6 (+2 eff.) Apr +7 Slings are used to hurl stones or metal shots at your foes. |
Wintercrack the quiver of ash arrows (21/21, 44.9 damage (127% power), 1.4x range, 7 apr) Wintercrack the quiver of ash arrows (21/21, 44.9 damage (127% power), 1.4x range, 7 apr)3.0 T2 arrow ammo [Rare] Psionic Power 127% Range: 1.4x Uses 70% Dex, 50% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +1.5% Capacity 21 Ranged+ +8 mind +12 cold On Hit.r1 +16 mind On Crit.r2 +8 cold On Hit: * 20% chance to reduce all saves and defense by 22 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Arrows are used with bows to pierce your foes to death. |
pouch of iron shots 'Glacierspar' (16/16, 35.5 damage (112% power), 1.2x range, 1 apr) pouch of iron shots 'Glacierspar' (16/16, 35.5 damage (112% power), 1.2x range, 1 apr)3.0 T1 shot ammo [Rare] Arcane Power 112% Range: 1.2x Uses 70% Dex, 50% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +1 Crit +4.0% Capacity 16 Proj.spd +200% Ranged+ +20 cold On Hit.r1 +7 fire On Crit.r2 +12 cold While equipped: ---------- misc Reload +4 Shots are used with slings to pummel your foes to death. |
Robe of Force (12 def, 8 armour) 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 (+4 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 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 29.66 to 37.08 physical damage (based on Willpower and Cunning) with knockback. Uses 9 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
shimmering cashmere robe of fire (+15%) (0 def, 0 armour) shimmering cashmere robe of fire (+15%) (0 def, 0 armour)2.0 T3 cloth armor [Ego] Arcane/Nature While equipped: dps ---------- Dmg.mod +16% arcane +10% fire ----- def ----- Resists +11% all +15% fire ---------- misc Max.mana +21.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
marauder's cured leather armour (9 def, 4 armour) marauder's cured leather armour (9 def, 4 armour)9.0 T2 light armor [Ego+] Master While equipped: Stats +4 Str +5 Dex ----- def ----- Armour +4 Defense +9 (+5 eff.) Fatigue +7% Phys.save +9 (+4 eff.) A suit of armour made of leather. |
hardened leather armour of resilience (9 def, 6 armour) hardened leather armour of resilience (9 def, 6 armour)9.0 T3 light armor [Ego] Nature While equipped: ----- def ----- Armour +6 Defense +9 (+5 eff.) Fatigue +8% Max.HP +35.00 A suit of armour made of leather. |
Sileselaith the Flareblur (2 def, 6 armour) Sileselaith the Flareblur (2 def, 6 armour)14.0 T2 heavy armor Reqs Heavy armour training [Rare] Psionic While equipped: dps ---------- Melee Ret 4 fire 2 temporal ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +12% Resists +3% fire +6% mind +15% temporal Mind.save +13 (+6 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% A suit of armour made of mail. |
stralite mail armour of Eyal (4 def, 8 armour) stralite mail armour of Eyal (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Max.HP +44.00 HP.reg +4.00 Heal.mod +11% A suit of armour made of mail. |
insulating rough leather belt of unlife insulating rough leather belt of unlife1.0 T1 belt armor [Ego+] Arcane/Master While equipped: ----- def ----- Resists +6% blight +6% cold +6% fire The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
linen cloak (1 def, 0 armour) linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scouring hardened leather gloves (0 def, 2 armour) scouring hardened leather gloves (0 def, 2 armour)1.0 T2 hands armor [Ego+] Disrupt While equipped: dps ---------- On Melee Ret: * 16 arcane resource burn ----- def ----- Armour +2 Spell.save +11 (+6 eff.) Unarmed combat: Power 114% Range: 1.1x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +3.0% Atk.spd 125% On Hit: * 18 arcane resource burn Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) scouring dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego+] Disrupt/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +9 (+2 eff.) On Melee Ret: * 19 arcane resource burn ----- def ----- Armour +2 Fatigue +3% Spell.save +8 (+4 eff.) Unarmed combat: Power 127% Range: 1.4x Uses 40% Dex, 40% Str, 40% Cun Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +9 Crit +8.0% Atk.spd 100% On Hit: * 17 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
mindwoven linen wizard hat of the mind (+11%) (1 def, 0 armour) mindwoven linen wizard hat of the mind (+11%) (1 def, 0 armour)2.0 T1 head armor [Ego] Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +3 (+1 eff.) Dmg.mod +11% mind ----- def ----- Defense +1 (+1 eff.) Resists +11% mind ---------- misc Psi/turn +0.10 A pointy cloth hat, very wizardly... |
dwarven-steel helm 'Gloomwarden' (0 def, 4 armour) =8 cun= dwarven-steel helm 'Gloomwarden' (0 def, 4 armour) =8 cun=3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Dex +8 Cun +2 Con dps ---------- Dmg.mod +3% darkness Acc +5 (+1 eff.) ----- def ----- Armour +4 Fatigue +4% ---------- misc Stam/turn +3.00 Light +2 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
7 agate 7 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 spinel 7 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 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. |
8 citrine 8 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. |
9 zircon 9 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. |
2 aquamarine 2 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 topaz 2 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
3 onyx 3 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. |
5 lapis lazuli 5 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+3 eff.) Phys.save +6 (+3 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. |
3 emerald 3 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. |
290 alchemist agate 290 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. |
Lelolach the brass lantern Lelolach the brass lantern2.0 T1 lite [Rare] Master While equipped: dps ---------- Crit.mult +5.00% Phys.pwr +15 (+4 eff.) Dmg.mod +6% acid Res.pen +7% all Apr +6 ----- def ----- Defense +20 (+8 eff.) Crit.chn- 15.00% ---------- misc Light +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Darkscar' brass lantern 'Darkscar'2.0 T1 lite [Rare] Master While equipped: dps ---------- Mind.crit +5% Mind.pwr +15 (+7 eff.) Res.pen +25% mind On Hit (Melee): * 20% chance to reduce damage dealt by 18% ----- def ----- Resists +6% light ---------- misc Psi/ret +0.08 Light +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. |
Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 22 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 66.34 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 66.34 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
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. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 T1 digger tool [Unique] Unknown While equipped: dps ---------- Dmg.mod +5% blight Apr +15 Melee Ret 10 draining blight While carried: ---------- misc Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+3 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
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. |
Rod of Recall (2/2) Rod of Recall (2/2)2.0 rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 172 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
elm totem of summon tentacle 'Duskquick' [power 105] (22 cooldown) elm totem of summon tentacle 'Duskquick' [power 105] (22 cooldown)2.0 T1 totem charm [Rare] Nature While equipped: Stats +1 Con dps ---------- Phys.crit +2.0% Dmg.mod +6% mind ----- def ----- Resists +3% darkness +3% physical ---------- misc Stam/turn +2.00 Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 228 Base Damage: 105 Armor: 0 All Resist: 3 Puts all charms on 22 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Discombobulate the Doomelf Brawler level 18
53rd Dusk 122nd year of Ascendancy at 18:11 see stats
By Discombobulate the Doomelf Brawler level 6
78th Pyre 122nd year of Ascendancy at 17:24 see stats
By Discombobulate the Doomelf Brawler level 10
10th Flare 122nd year of Ascendancy at 23:49 see stats
By Discombobulate the Doomelf Brawler level 20
65th Dusk 122nd year of Ascendancy at 16:06 see stats
By Discombobulate the Doomelf Brawler level 20
11st Haze 122nd year of Ascendancy at 10:37 see stats
By Discombobulate the Doomelf Brawler level 20
65th Dusk 122nd year of Ascendancy at 17:34 see stats
By Discombobulate the Doomelf Brawler level 10
1st Dusk 122nd year of Ascendancy at 18:59 see stats
By Discombobulate the Doomelf Brawler level 6
2nd Flare 122nd year of Ascendancy at 01:30 see stats
By Discombobulate the Doomelf Brawler level 14
12nd Dusk 122nd year of Ascendancy at 17:07 see stats
Log
Isuta the snow giant uses Shield Pummel.
Discombobulate resists the shield bash!
Grappling hits Isuta the snow giant for 0 physical damage.
Isuta the snow giant hits Discombobulate for (31 flat reduction), 0 physical, (16 flat reduction), 0 light, (13 flat reduction), 0 darkness, (7 flat reduction), 0 cold, (36 flat reduction), 4 physical, (16 flat reduction), 0 light, (13 flat reduction), 0 darkness, (7 flat reduction), 0 cold (4 total damage).
Grappled from Discombobulate hits Isuta the snow giant for 30 physical damage.
Bleeding from Discombobulate hits Isuta the snow giant for 7 physical damage.
Talent Haymaker is ready to use.
--------------------------------
Discombobulate throws two quick punches.
Discombobulate hits Isuta the snow giant for 60 physical, 17 physical, 74 physical, 17 physical (168 total damage).
Isuta the snow giant is free from the grapple.
Isuta the snow giant has recovered!
Grappled from Discombobulate hits Isuta the snow giant for 30 physical damage.
Bleeding from Discombobulate hits Isuta the snow giant for 7 physical damage.
Isuta the snow giant uses Block.
Discombobulate has released the hold.
Talent Clinch is ready to use.
Talent Axe Kick is ready to use.
--------------------------------
Discombobulate uses Clinch.
Isuta the snow giant is grappled!
Discombobulate is engaged in a grapple!
Discombobulate hits Isuta the snow giant for (67 blocked), 0 physical, (17 blocked), 0 physical (0 total damage).
Isuta the snow giant stops bleeding.
Grappled from Discombobulate hits Isuta the snow giant for (30 blocked), 0 physical (0 total damage).
Grappling hits Isuta the snow giant for 6 physical damage.
Isuta the snow giant hits Discombobulate for (36 flat reduction), 98 physical (98 total damage).
Discombobulate the level 22 doomelf brawler was shattered to death by Isuta the snow giant on level 1 of Daikara.