Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | Ashes of Urh'Rok 1.5.0Official 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 1.5.0Donators/Buyers bonus! Better Item Description 1.5.10This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game Possessor Bonus Class 1.5.4Donators/Buyers bonus! Embers of Rage 1.5.0Official 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:
Forbidden Cults 1.5.9Official 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 Adventure |
Sex | Male |
Race | Skeleton |
Class | Brawler |
Level / Exp | 13 / 44% |
Size | medium |
Lifes / Deaths | Killed by ritch flamespitter at level 13 on the 22nd Dusk 122nd year of Ascendancy at 22:51 2 / 3Killed by ritch flamespitter at level 13 on the 23rd Dusk 122nd year of Ascendancy at 15:05 Killed by InsaneSkrawler at level 13 on the 23rd Dusk 122nd year of Ascendancy at 15:11 |
Primary Stats
Strength | 37 (base 13) |
Dexterity | 40 (base 28) |
Constitution | 21 (base 10) |
Magic | 10 (base 10) |
Willpower | 10 (base 10) |
Cunning | 41 (base 37) |
Resources
Life | 421/421 |
Stamina | 136/136 |
Healing Factor | 1.136387434555 |
Regeneration | 0.73865183246075 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -66.666666666667% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 4 |
Infravision | 6 |
See Stealth | 41.444544830989 |
See Invisible | 41.444544830989 |
Offense: Barehand
Damage | 56 |
Accuracy | 32 |
Crit Chance | 20% |
APR | 9 |
Speed | 1.00 |
Offense: Spell
Spellpower | 15 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 25 |
Crit Chance | 13% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Physical | +6% |
Cold | +7% |
All | 0% |
Darkness | +11% |
Light | +12% |
Mind | +3% |
Lightning | +13% |
Fire | +5% |
Nature | +17% |
Offense: Damage Penetration
Fire | +15% |
Physical | +35% |
Defense: Base
Armour (hardiness) | 15 (36.618610747051%) |
Defense | 33 |
Ranged Defense | 36 |
Fatigue | 0 |
Physical Save | 20 |
Spell Save | 7 |
Mental Save | 18 |
Defense: Resistances
Acid | + 18%( 70%) |
Arcane | + 5%( 70%) |
Cold | + 12%( 70%) |
All | 0%( 70%) |
Darkness | + 21%( 70%) |
Light | + 24%( 70%) |
Temporal | + 6%( 70%) |
Physical | + 9%( 70%) |
Lightning | + 32%( 70%) |
Fire | + 9%( 70%) |
Mind | + 12%( 70%) |
Defense: Immunities
Pinning Resistance | 5% |
Bleed Resistance | 100% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Instadeath Resistance | 100% |
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 150 damage for 5 turns. Its effects scale with your Magic stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 130 damage for 5 turns. |
Runes | Effective talent level: 1.0 Rune: Phase DoorUse mode: Activated Range: melee/personal Cooldown: 7 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 10. Afterwards you stay out of phase for 5 turns. In this state all new negative status effects duration is reduced by 15%, your defense is increased by 15 and all your resistances by 15%. |
Class Talents
Technique / Pugilism | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.10 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Finishing moves | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Tactical | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Unarmed discipline | 1.30 |
| 4/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Unarmed training | 1.30 |
| 2/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Undead / Skeleton | 1.10 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Cunning / Survival | 1.00 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.20 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Conditioning | 1.10 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.10 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
detrimental effect | There is no gravity here; you float in the air. Movement is three times as slow, and any melee or archery blows have a chance to knockback. Maximum encumbrance is greatly increased. Zero Gravity |
beneficial effect | Countering melee attacks: Has a 26% chance to get an automatic counter attack when avoiding a melee attack. (1.6 counters remaining) Counter Attacking |
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. | active |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
You successfully escorted the repented thief to the recall portal on level 1 of Ruins of Kor'Pul. Escort: repented thief (level 1 of Ruins of Kor'Pul)As a reward you improved talent Heightened Senses (+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 must explore the Maze and find out what lurks there and what treasures are to be gained! * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed honey tree root. * 'Needed: one storm wyrm claw. I recommend severing one of 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.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of wight ectoplasm. If you ingest any of this, never mind coming back here. Please.' * 'Needed: one red crystal shard. I hear these can be found in a cave near Elvala. I also hear that they can cause you to spontaneously combust, so no need to explain if you come back hideously scarred.' Ungrol of Last Hope needs your help making an elixir of brawn. He has given you some notes on the ingredients: * 'Needed: one xorn fragment. Avoid fragments that contained the xorn's eyes. You've no idea how unpleasant it is being watched by your ingredients.' * You've found the needed giant spider spinneret. * 'Needed: one bloated horror heart. Don't worry if it dissolves. Just don't get any on you.' | 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 |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
Equipment
On feet | Bokekan the pair of iron boots (0 def, 3 armour) Bokekan the pair of iron boots (0 def, 3 armour)3.0 T1 feet armor [Rare] Nature While equipped: dps ---------- Phys.crit +2.0% Res.pen +15% physical On Hit (Melee): * 10 arcane resource burn ----- def ----- Armour +3 Fatigue +2% Resists +7% lightning +6% temporal +5% arcane HP.reg +0.40 Heal.mod +5% Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
On hands | corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour) corrosive dwarven-steel gauntlets of strength (+3) (0 def, 2 armour)1.5 T3 hands armor [Ego] Nature/Master While equipped: Stats +3 Str dps ---------- Phys.pwr +8 (+3 eff.) Melee+ 7 acid Dmg.mod +5% acid ----- def ----- Armour +2 Resists +7% acid Unarmed combat: Power 23.5 - 32.9 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Crit.r2 +6 acid On Hit: 10% Acid Breath 3 Metal gloves protecting the hands up to the middle of the lower arm. |
On head | linen wizard hat 'Raintide' (7 def, 6 armour) linen wizard hat 'Raintide' (7 def, 6 armour)2.0 T1 head armor [Rare] Psionic While equipped: Stats +6 Str dps ---------- Mind.crit +2% Mind.pwr +3 (+2 eff.) Dmg.mod +6% nature Res.pen +20% physical ----- def ----- Armour +6 Defense +7 (+3 eff.) Rng.Def +6 (+3 eff.) ---------- misc Psi/turn +0.11 A pointy cloth hat, very wizardly... |
Tool | Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Arcane While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
On fingers | Nerawen the steel ring Nerawen the steel ring0.1 T2 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +4 Cun +5 Dex dps ---------- Dmg.mod +11% darkness +12% light Acc +8 (+4 eff.) Melee Ret 4 acid ----- def ----- Resists +6% lightning +22% darkness +24% light Disease- +5% Pinning- +5% Rings can have magical properties. |
On fingers | warrior's copper ring warrior's copper ring0.1 T1 ring jewelry [Ego] Master While equipped: Stats +2 Str ----- def ----- Armour +4 Rings can have magical properties. |
Around neck | Brandslice Brandslice0.1 T1 amulet jewelry [Rare] Nature While equipped: Stats +2 Str dps ---------- Dmg.mod +3% mind Res.pen +15% fire ----- def ----- Resists +12% mind Amulets can have magical properties. |
Main armor | Treeseam (0 def, 0 armour) Treeseam (0 def, 0 armour)2.0 T2 cloth armor [Random Unique] Arcane/Nature While equipped: Stats +3 Con dps ---------- Dmg.mod +13% lightning +6% physical +6% acid +7% cold +11% nature +5% fire Melee Ret 8 lightning On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +19% lightning +10% physical +12% cold +12% acid +10% fire Poison- +22% Disease- +23% ---------- misc Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | Cloak of Deception Cloak of Deception1.0 cloak armor [Plot Item] Arcane While equipped: dps ---------- Phys.pwr +5 (+2 eff.) Spell.pwr +5 (+5 eff.) Mind.pwr +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
Light source | bright brass lantern of health bright brass lantern of health2.0 T1 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +41.00 ---------- misc Light +4 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Inventory
manasurge rune of the duelist (761% regen over 10 turns; 38 instant mana) manasurge rune of the duelist (761% regen over 10 turns; 38 instant mana)0.1 T1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 761% for 10 turns and instantly restoring 38 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand ability. |
Withering Orbs Withering Orbs0.1 T1 amulet jewelry [Unique] Psionic While equipped: dps ---------- Mind.pwr +5 (+3 eff.) Melee+ 5 mind Ranged+ 5 mind ---------- misc See.Stealth +10 See.Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Chalakalthoran Chalakalthoran0.1 T1 ring jewelry [Rare] Psionic While equipped: dps ---------- Dmg.mod +3% blight Res.pen +15% blight ----- def ----- Resists +3% cold +9% fire Mind.save +5 (+3 eff.) Blind- +5% Confus- +20% Rings can have magical properties. |
Lisogata the copper ring Lisogata the copper ring0.1 T1 ring jewelry [Rare] Master While equipped: dps ---------- Dmg.mod +6% mind ----- def ----- Resists +9% lightning +3% physical +5% arcane Max.HP +22.00 Cut- +15% Silence- +5% Disarm- +21% Pinning- +22% Knockbk- +21% Rings can have magical properties. |
psionicist's steel ring of nature (+24%) psionicist's steel ring of nature (+24%)0.1 T2 ring jewelry [Ego] Nature/Psionic While equipped: Stats +4 Wil dps ---------- Dmg.mod +12% nature ----- def ----- Resists +24% nature Mind.save +8 (+5 eff.) Rings can have magical properties. |
wizard's copper ring of aether (+10%) wizard's copper ring of aether (+10%)0.1 T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% arcane ----- def ----- Resists +10% arcane Spell.save +4 (+4 eff.) Rings can have magical properties. |
balanced iron battleaxe (14-21 power, 1 apr) balanced iron battleaxe (14-21 power, 1 apr)3.0 T1 battleaxe 2H weapon [Ego] Master Power 14.0 - 21.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +1 Crit +4.5% Atk.spd 100% While equipped: dps ---------- Acc +9 (+5 eff.) ----- def ----- Defense +9 (+4 eff.) Disarm- +27% Massive two-handed battleaxes. |
hateful iron dagger of massacre (15-19.5 power, 5 apr) hateful iron dagger of massacre (15-19.5 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Master/Psionic Power 15.0 - 19.5 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% Melee+ +5 darkness Against +5% Living Sharp, short and deadly. |
slime-covered iron dagger (10.5-13.65 power, 5 apr) slime-covered iron dagger (10.5-13.65 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt Power 10.5 - 13.7 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Slows global speed by 5% Sharp, short and deadly. |
slime-covered iron dagger (10-13 power, 5 apr) slime-covered iron dagger (10-13 power, 5 apr)1.0 T1 dagger 1H weapon [Ego] Disrupt Power 10.0 - 13.0 Physical Uses 45% Dex, 45% Str Acc+ +0.5% APR / acc Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Slows global speed by 4% Sharp, short and deadly. |
arcing iron greatsword (17-27.2 power, 1 apr) arcing iron greatsword (17-27.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Arcane Power 17.0 - 27.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Melee+ +9 lightning On Hit: * 25% chance for lightning to arc to a second target Massive two-handed swords. |
hateful steel greatsword of erosion (23-36.8 power, 2 apr) hateful steel greatsword of erosion (23-36.8 power, 2 apr)3.0 T2 greatsword 2H weapon [Ego] Nature/Psionic Power 23.0 - 36.8 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +3.0% Atk.spd 100% Melee+ +9 temporal +9 nature +10 darkness Against +7% Living Massive two-handed swords. |
iron greatsword of persecution (14.5-23.2 power, 1 apr) iron greatsword of persecution (14.5-23.2 power, 1 apr)3.0 T1 greatsword 2H weapon [Ego] Disrupt Power 14.5 - 23.2 Physical Uses 120% Str Acc+ +0.4% crit.pwr / acc Apr +1 Crit +2.5% Atk.spd 100% Against +7% Unnatural While equipped: Stats +2 Wil Massive two-handed swords. |
chilling iron longsword (11.5-16.1 power, 2 apr) chilling iron longsword (11.5-16.1 power, 2 apr)3.0 T1 longsword 1H weapon [Ego] Arcane Power 11.5 - 16.1 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Melee+ +6 cold Sharp, long, and deadly. |
iron longsword (12.5-17.5 power, 2 apr) iron longsword (12.5-17.5 power, 2 apr)3.0 T1 longsword 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.4% crit.pwr / acc Apr +2 Crit +2.5% Atk.spd 100% Sharp, long, and deadly. |
iron mace of the mystic (12-16.8 power, 2 apr) iron mace of the mystic (12-16.8 power, 2 apr)3.0 T1 mace 1H weapon [Ego] Arcane Power 12.0 - 16.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +2 Crit +0.5% Atk.spd 100% While equipped: Stats +2 Wil +1 Mag dps ---------- Spell.pwr +5 (+5 eff.) Blunt and deadly. |
gifted mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage) gifted mossy mindstar of balance (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +4 (+2 eff.) ----- def ----- Phys.save +3 (+2 eff.) Spell.save +3 (+3 eff.) Mind.save +3 (+2 eff.) ---------- misc Equi/ret +0.50 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 mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage) gifted mossy mindstar of clarity (2-2.2 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 2.0 - 2.2 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +1% Mind.pwr +5 (+3 eff.) ----- def ----- Mind.save +3 (+2 eff.) ---------- misc Max.psi +11.00 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. |
horrifying mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage) horrifying mossy mindstar of resolve (2.5-2.75 power, 12 apr, nature damage)3.0 T1 mindstar 1H weapon Reqs Wil 11 [Ego] Nature/Psionic Power 2.5 - 2.8 Nature Uses 30% Wil, 10% Cun Mastery Psiblades Acc uses Wil Apr +12 Crit +2.5% Atk.spd 100% While equipped: Stats +3 Wil dps ---------- Mind.crit +1% Mind.pwr +2 (+1 eff.) Dmg.mod +3% mind +2% darkness Melee Ret 3 mind 3 darkness ----- def ----- Phys.save +3 (+2 eff.) 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. |
cruel elm magestaff of projection (10-12 power, 2 apr, fire element) cruel elm magestaff of projection (10-12 power, 2 apr, fire element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Phys.crit +6.0% Spell.crit +4% Crit.mult +11.00% Spell.pwr +6 (+5 eff.) Dmg.mod +10% fire ---------- misc Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 6) dealing 15.33 to 18.39 fire damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
earthen elm magestaff of illumination (10-12 power, 2 apr, cold element) earthen elm magestaff of illumination (10-12 power, 2 apr, cold element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane/Nature Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% cold On Hit (Melee): * 5% chance to blind ----- def ----- Armour +3 Hardiness +3% Defense +6 (+3 eff.) Phys.save +4 (+2 eff.) ---------- misc Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Level 1.0 Pwr.cost 6 out of 6/6. Range melee/personal Travel.spd instantaneous Is a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area. At level 3, it also blinds all who see it (except the caster) for 3 turns. At level 4, it also deals 39.04 light damage. Staves designed for wielders of magic, by the greats of the art. |
elm starstaff (10-12 power, 2 apr, darkness element) elm starstaff (10-12 power, 2 apr, darkness element)5.0 T1 staff 2H weapon Reqs Mag 11 [Normal] Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% darkness ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
shimmering elm magestaff (10-12 power, 2 apr, arcane element) shimmering elm magestaff (10-12 power, 2 apr, arcane element)5.0 T1 staff 2H weapon Reqs Mag 11 [Ego] Arcane Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+3 eff.) Dmg.mod +10% arcane ---------- misc Mana/turn +0.10 Max.mana +30.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful iron steamsaw of acid resistance (+16%) (9.5-14.25 power, 0 apr) hateful iron steamsaw of acid resistance (+16%) (9.5-14.25 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Psionic/Steamtech Power 9.5 - 14.2 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +13 Melee+ +6 darkness Against +6% Living Uses 1.0 Steam While equipped: ----- def ----- Armour +2 Defense +2 (+1 eff.) Fatigue +4% Resists +16% acid ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
reinforced iron steamsaw of massacre (14.5-21.75 power, 0 apr) reinforced iron steamsaw of massacre (14.5-21.75 power, 0 apr)3.0 T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Master/Steamtech Power 14.5 - 21.8 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Crit +1.5% Atk.spd 100% Block +8 Uses 1.0 Steam While equipped: ----- def ----- Armour +7 Defense +2 (+1 eff.) Fatigue +4% ---------- misc Talents +1 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Nerunn (10.5-14.7 power, 2 apr) Nerunn (10.5-14.7 power, 2 apr)3.0 T1 waraxe 1H weapon [Rare] Psionic Power 10.5 - 14.7 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +5 darkness Against +6% Living On Crit.r2 +4 mind On Hit: * 40% chance to cause random gloom While equipped: ----- def ----- Resists +12% mind One-handed war axes. |
arcing iron waraxe (11-15.4 power, 2 apr) arcing iron waraxe (11-15.4 power, 2 apr)3.0 T1 waraxe 1H weapon [Ego] Arcane Power 11.0 - 15.4 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% Melee+ +6 lightning On Hit: * 25% chance for lightning to arc to a second target One-handed war axes. |
iron waraxe (12.5-17.5 power, 2 apr) iron waraxe (12.5-17.5 power, 2 apr)3.0 T1 waraxe 1H weapon [Normal] Power 12.5 - 17.5 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +2 Crit +3.5% Atk.spd 100% One-handed war axes. |
Girdle of the Calm Waters Girdle of the Calm Waters1.0 T1 belt armor [Unique] Nature While equipped: Stats +3 Wil ----- def ----- Resists +20% blight +20% cold +20% nature Heal.mod +30% A belt rumoured to have been worn by the Conclave healers. |
Grinudar the linen cloak (1 def, 0 armour) Grinudar the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +5 Str +2 Dex +3 Con dps ---------- Phys.crit +3.0% Apr +1 ----- def ----- Defense +1 (+0 eff.) ---------- misc Stam/turn +0.40 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Korafast the linen cloak (7 def, 6 armour) Korafast the linen cloak (7 def, 6 armour)2.0 T1 cloak armor [Rare] Master While equipped: ----- def ----- Armour +6 Defense +7 (+3 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+6 eff.) Blind- +20% Poison- +10% Confus- +10% Pinning- +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
mindwoven linen robe of corrosion (+16%) (0 def, 0 armour) mindwoven linen robe of corrosion (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Nature/Psionic While equipped: dps ---------- Mind.crit +3% Mind.pwr +2 (+1 eff.) Dmg.mod +11% acid ----- def ----- Resists +16% acid Mind.save +16 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of darkness (+16%) (0 def, 0 armour) spellwoven linen robe of darkness (+16%) (0 def, 0 armour)2.0 T1 cloth armor [Ego] Arcane While equipped: dps ---------- Spell.crit +3% Spell.pwr +2 (+2 eff.) Dmg.mod +11% darkness ----- def ----- Resists +16% darkness Spell.save +16 (+14 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
tormentor's linen robe (0 def, 0 armour) tormentor's linen robe (0 def, 0 armour)2.0 T1 cloth armor [Ego+] Psionic While equipped: Stats +1 Cun dps ---------- Crit.mult +11.00% ---------- misc Hate/m.crit +2.00 Psi/m.crit +2.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Dairuzilalen the Phoenixreeve (0 def, 1 armour) Dairuzilalen the Phoenixreeve (0 def, 1 armour)2.0 T1 feet armor [Rare] Master While equipped: dps ---------- Phys.crit +3.0% Phys.pwr +4 (+1 eff.) Dmg.mod +9% fire Res.pen +10% light Apr +4 ----- def ----- Armour +1 Fatigue +1% Resists +3% light +6% fire A pair of boots made of leather. |
pair of iron boots 'Xereganne' (0 def, 3 armour) pair of iron boots 'Xereganne' (0 def, 3 armour)3.0 T1 feet armor [Rare] Master While equipped: dps ---------- Dmg.mod +9% acid Res.pen +25% mind On Hit (Melee): * 30% chance to corrode armour by 30% ----- def ----- Armour +3 Fatigue +2% Resists +6% cold +6% fire Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of tirelessness (0 def, 3 armour) pair of iron boots of tirelessness (0 def, 3 armour)3.0 T1 feet armor [Ego] Master While equipped: ----- def ----- Armour +3 Fatigue +2% ---------- misc Stam/turn +0.30 Max.stam +10.00 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Bethudakira the rough leather gloves (0 def, 1 armour) Bethudakira the rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Acc +6 (+3 eff.) On Hit (Melee): * Slows global speed by 30% * 30% chance to corrode armour by 30% ----- def ----- Armour +1 Resists +3% darkness +9% fire Phys.save +6 (+3 eff.) Mind.save +6 (+4 eff.) Disarm- +23% Unarmed combat: Power 7.0 - 7.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.2% crit / acc Acc +6 Apr +1 Crit +1.0% Atk.spd 167% On Hit.r1 +4 acid On Hit: 10% Perfect Control 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Branerion the Lightningstreaker (0 def, 1 armour) Branerion the Lightningstreaker (0 def, 1 armour)1.0 T1 hands armor [Rare] Psionic While equipped: dps ---------- Dmg.mod +6% lightning ----- def ----- Armour +1 Resists +6% blight +3% fire +3% nature +12% lightning HP.reg +1.20 ---------- misc Stam/turn +0.60 Max.stam +12.00 Unarmed combat: Power 8.0 - 8.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% On Hit: 10% Slumber 1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Burnspike (0 def, 1 armour) Burnspike (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +3 Str dps ---------- Phys.crit +2.0% Melee+ 5 mind Dmg.mod +3% mind Res.pen +5% fire Apr +3 ----- def ----- Armour +1 Resists +6% mind Phys.save +3 (+2 eff.) HP.reg +0.20 Unarmed combat: Power 8.5 - 11.9 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +7 mind On Hit: 20% Psychic Lobotomy 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Galylar (6 def, 7 armour) Galylar (6 def, 7 armour)1.5 T1 hands armor [Rare] Nature While equipped: Stats +1 Str dps ---------- Crit.mult +9.00% Melee+ 5 nature Dmg.mod +3% nature ----- def ----- Armour +7 Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +6% nature Phys.save +6 (+3 eff.) Unarmed combat: Power 12.0 - 16.8 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +6 nature On Hit: 10% Poison Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Gorusatir (0 def, 2 armour) Gorusatir (0 def, 2 armour)1.5 T3 hands armor [Random Unique] Disrupt/Master While equipped: Stats +7 Str +3 Wil +2 Con dps ---------- Phys.pwr +10 (+3 eff.) Melee Ret 12 mind On Melee Ret: * 20% chance to reduce effective powers by 20% * 21 arcane resource burn ----- def ----- Armour +2 Spell.save +10 (+10 eff.) Disarm- +25% ---------- misc Masteries +0.20 Technique/Grappling Unarmed combat: Power 24.0 - 33.6 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Apr +9 Crit +8.0% Atk.spd 125% On Hit: 10% Disarm 3 On Hit: * 40% chance to cause random gloom * 20% chance to reduce effective powers by 20% * 23 arcane resource burn Metal gloves protecting the hands up to the middle of the lower arm. |
Silonne the Splendourglamour (0 def, 1 armour) Silonne the Splendourglamour (0 def, 1 armour)1.5 T1 hands armor [Rare] Psionic While equipped: Stats +1 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Armour +1 Phys.save +6 (+3 eff.) Mind.save +5 (+3 eff.) Disarm- +23% ---------- misc See.Invis +18 Unarmed combat: Power 10.5 - 14.7 Physical Uses 40% Cun, 40% Dex, 40% Str Acc+ +0.1% dam / acc Acc +7 Apr +3 Crit +2.0% Atk.spd 125% On Hit: 10% Perfect Control 1 On Hit: * 40% chance to blind Metal gloves protecting the hands up to the middle of the lower arm. |
alchemist's rough leather gloves (0 def, 1 armour) alchemist's rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego+] Arcane While equipped: Stats +2 Wil +2 Mag dps ---------- Melee+ 3 acid 3 fire 3 lightning 3 cold ----- def ----- Armour +1 Unarmed combat: Power 6.0 - 6.6 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Melee+ +6 ice +4 fire +4 lightning +4 acid Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 11.5 - 16.1 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% Metal gloves protecting the hands up to the middle of the lower arm. |
restful iron gauntlets of dexterity (+2) (0 def, 1 armour) restful iron gauntlets of dexterity (+2) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master/Psionic While equipped: Stats +2 Dex dps ---------- Acc +11 (+6 eff.) ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +11.00 Unarmed combat: Power 9.5 - 13.3 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Acc +5 Apr +3 Crit +6.0% Atk.spd 125% On Hit: 10% Slumber 1 Metal gloves protecting the hands up to the middle of the lower arm. |
rough leather gloves (0 def, 1 armour) rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Unarmed combat: Power 7.5 - 8.2 Physical Uses 40% Str, 40% Cun, 40% Dex Acc+ +0.2% crit / acc Apr +1 Crit +1.0% Atk.spd 167% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
storm iron gauntlets (0 def, 1 armour) storm iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 lightning Dmg.mod +4% lightning ----- def ----- Armour +1 Resists +5% lightning Unarmed combat: Power 11.0 - 15.4 Physical Uses 40% Dex, 40% Str, 40% Cun Acc+ +0.1% dam / acc Apr +3 Crit +2.0% Atk.spd 125% On Crit.r2 +6 lightning On Hit: 10% Lightning Breath 1 Metal gloves protecting the hands up to the middle of the lower arm. |
Bloomstake (1 def, 0 armour) Bloomstake (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +23% nature Res.pen +25% nature +5% light On Hit (Melee): * Slows global speed by 15% ----- def ----- Defense +1 (+0 eff.) Resists +19% nature +3% light A pointy cloth hat, very wizardly... |
insulating linen wizard hat of frost (+6%) (1 def, 0 armour) insulating linen wizard hat of frost (+6%) (1 def, 0 armour)2.0 T1 head armor [Ego] Nature While equipped: dps ---------- Dmg.mod +11% cold ----- def ----- Defense +1 (+0 eff.) Resists +22% cold +6% fire A pointy cloth hat, very wizardly... |
iron helm of constitution (+3) (0 def, 3 armour) iron helm of constitution (+3) (0 def, 3 armour)3.0 T1 head armor [Ego] Master While equipped: Stats +3 Con ----- def ----- Armour +3 Fatigue +5% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
rough leather cap of dexterity (+3) (0 def, 1 armour) rough leather cap of dexterity (+3) (0 def, 1 armour)2.0 T1 head armor [Ego] Master While equipped: Stats +3 Dex ----- def ----- Armour +1 Fatigue +1% A cap made of leather. |
cleansing iron mail armour (2 def, 4 armour) cleansing iron mail armour (2 def, 4 armour)14.0 T1 heavy armor [Ego] Disrupt While equipped: ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% nature +11% blight A suit of armour made of mail. |
spiked iron mail armour of resilience (2 def, 4 armour) spiked iron mail armour of resilience (2 def, 4 armour)14.0 T1 heavy armor [Ego] Nature/Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Max.HP +21.00 A suit of armour made of mail. |
spiked steel mail armour of cold resistance (2 def, 6 armour) spiked steel mail armour of cold resistance (2 def, 6 armour)14.0 T2 heavy armor [Ego] Master While equipped: dps ---------- Melee Ret 11 physical ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +16% cold A suit of armour made of mail. |
Glintstreak the rough leather armour (1 def, 2 armour) Glintstreak the rough leather armour (1 def, 2 armour)9.0 T1 light armor [Rare] Master While equipped: Stats +1 Str +1 Con ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Resists +15% lightning ---------- misc Light +3 See.Invis +12 A suit of armour made of leather. |
Iveleth the Blindpassion (2 def, 4 armour) Iveleth the Blindpassion (2 def, 4 armour)9.0 T2 light armor [Random Unique] Nature/Master/Psionic While equipped: dps ---------- Dmg.mod +3% darkness +6% temporal ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +17% cold +6% mind +3% darkness Mind.save +12 (+7 eff.) Max.HP +32.00 HP.reg +5.00 Heal.mod +12% A suit of armour made of leather. |
Startreason (5 def, 8 armour) Startreason (5 def, 8 armour)9.0 T3 light armor [Random Unique] Arcane/Master While equipped: Stats +5 Cun +4 Dex dps ---------- Dmg.mod +3% blight ----- def ----- Armour +8 Defense +5 (+2 eff.) Fatigue +8% Resists +32% temporal ---------- misc Mana/turn +0.04 Light +3 A suit of armour made of leather. |
rejuvenating rough leather armour of resilience (1 def, 2 armour) rejuvenating rough leather armour of resilience (1 def, 2 armour)9.0 T1 light armor [Ego] Nature While equipped: ----- def ----- Armour +2 Defense +1 (+0 eff.) Fatigue +6% Max.HP +21.00 HP.reg +2.30 ---------- misc Stam/turn +0.70 A suit of armour made of leather. |
spiked hardened leather armour of fire resistance (3 def, 6 armour) spiked hardened leather armour of fire resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 12 physical ----- def ----- Armour +6 Defense +3 (+1 eff.) Fatigue +8% Resists +18% fire A suit of armour made of leather. |
Ulfomas the Blastpeal (10 def, 13 armour) Ulfomas the Blastpeal (10 def, 13 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Random Unique] Master/Psionic While equipped: Stats +1 Cun dps ---------- Dmg.mod +6% arcane +3% lightning ----- def ----- Armour +13 Defense +10 (+5 eff.) Fatigue +22% Resists +3% lightning +31% cold +5% arcane Mind.save +14 (+8 eff.) A suit of armour made of metal plates. |
iron plate armour 'Spider's kiss' (3 def, 7 armour) iron plate armour 'Spider's kiss' (3 def, 7 armour)17.0 T1 massive armor Reqs Heavy Armour Training 3 [Rare] Master While equipped: dps ---------- Mind.pwr +2 (+1 eff.) Res.pen +10% nature ----- def ----- Armour +7 Defense +3 (+1 eff.) Fatigue +20% Resists +16% acid +9% nature Heal/summ +30 ---------- misc Hate/m.crit +2.00 A suit of armour made of metal plates. |
4 agate 4 agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
aquamarine 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. |
iron pickaxe 'Moldwaker' (dig speed 38 turns) iron pickaxe 'Moldwaker' (dig speed 38 turns)3.0 T1 digger tool [Rare] Nature While equipped: Stats +1 Str dps ---------- Dmg.mod +17% nature +9% acid Res.pen +5% nature Melee Ret 8 acid On Hit (Melee): * Slows global speed by 15% ----- def ----- Resists +11% nature While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+2 eff.) Mind.save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Giluldil the brass lantern Giluldil the brass lantern2.0 T1 lite [Rare] Psionic While equipped: Stats +4 Str +1 Dex +1 Mag dps ---------- Acc +4 (+2 eff.) ----- def ----- Defense +9 (+4 eff.) Rng.Def +9 (+4 eff.) Mind.save +6 (+4 eff.) ---------- misc Light +2 Infravis +1 See.Stealth +7 See.Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Summertide Phial Summertide Phial1.0 lite [Unique] Nature While equipped: dps ---------- Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +4 Call light (50 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
brass lantern 'Yvybrewe' brass lantern 'Yvybrewe'2.0 T1 lite [Rare] Disrupt While equipped: dps ---------- Res.pen +25% acid Melee Ret 4 acid On Hit (Melee): * 15% chance to corrode armour by 30% ----- def ----- Resists +12% acid +3% all Spell.save +6 (+6 eff.) ---------- misc Light +2 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. |
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 182 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
Transmogrification 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. |
Eilinolethra (20/20, 56.5-67.8 power, 6 apr) Eilinolethra (20/20, 56.5-67.8 power, 6 apr)3.0 T5 shot ammo Reqs Dex 48 [Random Unique] Arcane/Master Power 56.5 - 67.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +6 Crit +7.0% Capacity 20 Rld cld 5 Ranged+ +8 acid +8 bleed On Hit.r1 +8 acid On Crit: * wounds the target for 7 turns: 12 bleeding, 50% reduced healing Shots are used with slings to pummel your foes to death. |
4 ametrine 4 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
3 citrine 3 citrine0.0 T1 yellow gem [Normal] While equipped: Light +1 Infravis +2 Item imbue powers: Light +1 Infravis +2 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 zircon 6 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Achievements
By InsaneSkrawler the Skeleton Brawler level 6
7th Mirth 122nd year of Ascendancy at 08:10 see stats
By InsaneSkrawler the Skeleton Brawler level 10
10th Dusk 122nd year of Ascendancy at 23:49 see stats
By InsaneSkrawler the Skeleton Brawler level 7
6th Dusk 122nd year of Ascendancy at 08:59 see stats
Log
Ritch flamespitter hits InsaneSkrawler for (11 resist armour), (18 reacted , -3 stam), 114 fire (115 total damage).
Ritch flamespitter spits flames!
InsaneSkrawler is recovering from the damage!
Ritch flamespitter hits InsaneSkrawler for (11 resist armour), 85 fire (85 total damage).
InsaneSkrawler receives 22 healing.
Ritch flamespitter spits flames!
Ritch flamespitter hits InsaneSkrawler for (11 resist armour), 85 fire (85 total damage).
InsaneSkrawler receives 22 healing.
Ritch flamespitter spits flames!
Ritch flamespitter's mind surges with critical power!
InsaneSkrawler reacts to damage from Ritch flamespitter, mitigating the blow!.
Ritch flamespitter hits InsaneSkrawler for (11 resist armour), (18 reacted , -3 stam), 114 fire (115 total damage).
InsaneSkrawler is less vulnerable to fire.
InsaneSkrawler receives 22 healing.
Ritch flamespitter spits flames!
Ritch flamespitter hits InsaneSkrawler for (11 resist armour), 63 fire (64 total damage).
InsaneSkrawler the level 13 skeleton brawler was roasted to death by a ritch flamespitter on level 1 of Heart of the Gloom.
You have 2 life(s) left.
InsaneSkrawler has finished recovering.
The illusion covering InsaneSkrawler disappears.
InsaneSkrawler deactivates Striking Stance.
InsaneSkrawler deactivates Trained Reactions.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Saving game...
Ritch flamespitter killed InsaneSkrawler!
Saving done.
Talent Spinning Backhand is ready to use.
Saving game...