Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.2 |
Addons | Items Vault 1.7.0Donators/Buyers bonus! Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: Adjustable Levelup 1.5.10Allows modification of gains for stats, resources, experience gain, category points, and prodigy points. If you would like to be able to modify other values post them in the comments. UPDATE: I've added the ability to modify stat and level maximums. I have also added the ability to customize which levels stats, talents, talent types, and prodigies are gained at. This allows for alternative leveling schemes such as gaining 2 class points on every even level and 2 generic points every odd level. For example, the max/milestone level could be set to 100, xp gain at 300, and all intervals doubled with alternating offsets for a faster early game, a slower late game, and increased potential for early game specialization. NOTE: All options are accessed after loading a character through the game options window under a new Levelup tab. They will only appear for characters created after the addon is enabled. UPDATE: I've added the ability to toggle unlearning of prodigies and stats. I've also reworked some of the internals to improve compatibility with future changes. Ashes of Urh'Rok 1.7.0Official 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. White Monk 1.7.0Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. Merchant on the Map 1.7.0Places the Lost Merchant event on the map as a zone entrance rather than an undetectable encounter. A companion piece to Melinda on the Map; they can be used together or separately. Embers of Rage 1.6.0Official 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:
ZOmnibus Addon Pack 1.7.0Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Swordsmaster Class 1.6.7Adds a swordsmaster class to the game. CHANGELOG1.6.0 - Added a new talent tree, Technique/Fencing which has defensive talents related to parrying. - The talent Web of Steel has been moved from Swordsmanship to Fencing. It's place in the Swordsmanship tree has been taken by a new talent, Vorpal, which gives Physical Power and Armor Penetration. - The talent Crescent Sweep has been reworked. It deals more damage, inflicts bleed, moves before attacking, no longer allows swapping places, and has a cooldown. It's usage as a spammable movement talent for swapping places has been filled by the new Mist Step talent on the Fencing tree. - Lightspeed Draw can now attack enemies adjacent to any tiles you pass through in addition to enemies that you pass through directly. These additional targets count when determining whether you can use Lightspeed Draw or not. It still can only hit one enemy per tile you travel through though. - Fixed Swordsmanship not functioning for daggers - Fixed Swordsmanship to not permanently replace a weapon's strength damage mod with dexterity - Harrying blows no longer requires your spring attacks to hit the target; instead it only requires that you attempt them. - Harrying blows's finishing blow now bypasses evasion/repulsion talents that the target possesses - Harrying blows's finishing blow no longer ignores ALL armor and resistances. It ignores 50% of the target's resistances, and has set bonus armor penetration. - Spring Attack now functions immediately when activated instead of only after an action is performed after it is activated. - Surgical Strikes's stun and interference effects are now separate (so you get the full stun regardless of what the target does on its next turn). It's cooldown has also been increased from 6 to 8. - Added clarifying text to the descriptions of Will to Live and Unfetter to give a better idea of how effective they are when leveled up without requiring arithmetic. - Buffed Spring Attack stamina restoration - Cunning/Tactical is once again locked by default - Added translation support to timed effects 1.5.2 - Fixed bug with pre-use talent for swordsmanship talents when npc does not have an inventory 1.5.0 - Added a new talent tree, Technique/Two-handed Bladework, which serves as a Dexterity-based replacement for Technique/Two-handed Assault - As it has now been replaced, Technique/Two-handed Assault has been removed from the Swordsmaster class. - Cunning/Tactical is now unlocked by default 1.4.1 - Lightspeed Fatigue duration changed from 40 turns to a lower value which is based on effective talent level - (with 1.3 mastery: 24, 21, 18, 16, 14) - Lightspeed Fatigue now increases stamina cost of Lightspeed Draw linearly instead of quadratically. - (20 -> 40 -> 60 -> 80) instead of (20 -> 40 -> 80 -> 160) - Removed cooldown from Spring Attack, making it fully toggleable. 1.4.0 - Changed Moving Target to reduce direct damage taken by 30% instead of giving 15% all resist. - Buffed pin resistance of Slippery to 100% from 50% - Buffed movement speed granted by Slippery to 50% from 20% - Spring Attack once again restores stamina when wielding one-handed weapons - Lowered the maximum number of attacks per turn at ETL 5 for Spring Attack from 3 to 2 - Fixed typo in Harrying Blows description - Fixed Swordsmanship talents still being usable even when disarmed - Removed Duelist tree from Swordsmaster class, as it is mostly extraneous at this point 1.3.1 - Fixed infinite loop caused when reflecting certain spells like Invoke Darkness with Web of Steel 1.3.0 - Updated for version 1.7.2 - Raised stamina cost and cooldown for "Never Give Up" - Added offhand damage increase to "Swordsmanship" for swords and daggers - Changed format calls to tformat calls to support potential translation 1.2.0 - Added tactical data to talents for npcs - Swordsmanship mastery and str/dex scaling swap now works with daggers as well as swords - Determination now always takes 15 turns to reach maximum regeneration instead of taking fewer turns with a higher talent level. - Fixed logic of projectile selffire to correctly function as indicated by comments (for web of steel) - Fixed Vapor Blade knocking back even when it misses 1.1.0 - Swordsmanship now completely exchanges strength scaling for dexterity scaling on swords instead of giving -100% str mod and +100% dex mod - Fixed bug that prevented critical hits from occurring (oops!) - Unfetter and Never Give Up now have stamina costs - Harrying Blows fixed to only require Spring Attack to hit once per global turn instead of once per target's turn - Lightspeed Draw now has a fixed cooldown. - Spring Attack now only restores stamina if you are wielding a two-handed weapon - Will to Live changed to provide a health regen bonus equal to a flat amount per percent missing health rather than an amount equal to a percent of missing health. Also, now scales with Willpower. 1.0.0 - Initial Release |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Marauder |
Level / Exp | 27 / 74% |
Size | medium |
Lifes / Deaths | no deaths recorded 6 / 0 |
Primary Stats
Strength | 61 (base 57) |
Dexterity | 83 (base 57) |
Constitution | 59 (base 53) |
Magic | 11 (base 10) |
Willpower | 45 (base 34) |
Cunning | 45 (base 20) |
Resources
Life | 745/745 |
Mana | 364/364 |
Stamina | 186/186 |
Healing Factor | 1.6651133323991 |
Regeneration | 19.582819590751 |
Speed
Mental | -10% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 35.981969560783 |
See Invisible | 35.981969560783 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 61 |
Accuracy | 83 |
Crit Chance | 62% |
APR | 41 |
Speed | 0.89 |
Offense: Offhand
Damage | 52 |
Accuracy | 83 |
Crit Chance | 62% |
APR | 41 |
Speed | 0.89 |
Offense: Spell
Spellpower | 11 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 34 |
Crit Chance | 12% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +25% |
Light | +35% |
Physical | +5% |
Fire | +12% |
All | 0% |
Offense: Damage Penetration
Darkness | +25% |
Fire | +5% |
Light | +25% |
Defense: Base
Armour (hardiness) | 61 (76.816714255197%) |
Defense | 74 |
Ranged Defense | 74 |
Fatigue | 0 |
Physical Save | 37 |
Spell Save | 29 |
Mental Save | 32 |
Defense: Resistances
Acid | + 25%( 70%) |
Blight | + 44%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 30%( 70%) |
All | + 23%( 70%) |
Darkness | + 25%( 70%) |
Light | + 46%( 70%) |
Physical | + 23%( 70%) |
Fire | + 30%( 70%) |
Nature | + 28%( 70%) |
Defense: Immunities
Pinning Resistance | 10% |
Bleed Resistance | 50% |
Confusion Resistance | 28% |
Instadeath Resistance | 100% |
Poison Resistance | 10% |
Stun Resistance | 28% |
Inscriptions (5/5)
Infusions | Effective talent level: 1.0 Infusion: RegenerationUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 333 life over 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 625% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 112 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. |
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 435 damage for 4 turns. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 34% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Dexterity stat. |
Class Talents
Technique / Duelist | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 2/5 |
| 4/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Bloodthirst | 1.80 |
| 5/5 |
| 5/5 |
| 4/5 |
| 4/5 |
Technique / Dual techniques | 2.10 |
| 3/5 |
| 2/5 |
| 5/5 |
| 4/5 |
Technique / Battle tactics | 1.30 |
| 4/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 4/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 5/5 |
| 1/5 |
| 4/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Thuggery | 2.10 |
| 1/5 |
| 1/5 |
| 4/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 2/5 |
| 1/5 |
| 2/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 4/5 |
| 1/5 |
Technique / Combat training | 2.10 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 0/5 |
| 5/5 |
Effects
talent | Daunting Presence |
talent | Precise Strikes |
talent | Trained Reactions |
talent | Premonition |
talent | Quickdraw |
beneficial effect | Has 8 throwing knives prepared: 8 KnivesRange: 6 Net Damage: 136 - 191 Accuracy: 99 (knife) APR: 50 Crit Chance: +68% Crit mult: 197% Uses Stats: 70% Dex, 50% Str |
beneficial effect | Parrying melee and ranged attacks: Has a 77% chance to deflect up to 19 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
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 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 injured seer to the recall portal on level 5 of Dreadfell. Escort: injured seer (level 5 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Norgos Lair. Escort: lone alchemist (level 2 of Norgos Lair)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Daikara. Escort: lost defiler (level 1 of Daikara)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Trollmire. Escort: lost defiler (level 3 of Trollmire)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost warrior to the recall portal on level 6 of Dreadfell. Escort: lost warrior (level 6 of Dreadfell)As a reward you improved Constitution by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 4 of Dreadfell. Escort: temporal explorer (level 4 of Dreadfell)As a reward you improved Willpower by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
The Thaloren forest is disrupted. Corruption is spreading. Norgos the guardian bear is said to have gone mad. Madness of the AgesOn the western border of the forest a gloomy aura has been set up. Things inside are... twisted. * You have explored Norgos' Lair and put it to rest. * You have explored the Heart of the Gloom and slain the Withering Thing. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. * You have bound the transmogrification chest to the Fortress power system. * You have unlocked the hall of reflections. * You have upgraded your rod of recall to transport you to the fortress. * You have entered the exploratory farportal room and defeated the horror lurking there. You can now use the farportal. The fortress's current energy level is: 55. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
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 AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of the savior. He has given you some notes on the ingredients: * You've found the needed pouch of luminous horror dust. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * You've found the needed chunk of ghoul flesh. You have aided Agrimley the hermit in creating an elixir of focus. Ungrol of Last Hope has completed an elixir of stoneskin without your aid. Ungrol of Last Hope has completed an elixir of foundations without your aid. | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
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 found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | pair of hardened leather boots 'Stokereign' (0 def, 8 armour) =FUS= pair of hardened leather boots 'Stokereign' (0 def, 8 armour) =FUS=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ Damage +12% fire When Hit 2 fire On-Hit (Melee): * 10% chance to slow global speed by 49% * 20% chance to reduce strength, dexterity, and constitution by 6 defense ------ Armor +8 Resistance +6% blight +9% fire other ------- Infravision +3 A pair of boots made of leather. This object's appearance was changed to pair of rough leather boots. |
Light source | Summertide Phial Summertide Phial1.0 Encumbrance lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(102 power, based on Willpower). Uses 9 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
On head | hardened leather cap 'Eilinoda' (15 def, 3 armour) =FUS= hardened leather cap 'Eilinoda' (15 def, 3 armour) =FUS=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +5 Dex offense ------ Accuracy +5 (+1 eff.) When Hit 4 physical defense ------ Armor +3 Defense +15 (+4 eff.) Fatigue +3% Crit Resistance 10.00% Unlife -80.00 life other ------- Stamina/turn +2.00 Max stamina +10.00 A cap made of leather. This object's appearance was changed to Visage of Nektosh. |
On hands | Scorchwedge (20 def, 11 armour) =FUS= Scorchwedge (20 def, 11 armour) =FUS=1.0 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +2 Dex offense ------ Physical Crit +1.0% On-Hit 7 physical Damage +5% physical Ignore resists +5% fire defense ------ Armor +11 Defense +20 (+5 eff.) Resistance +1% physical Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Lisimira the dwarven-steel pickaxe (dig speed 24 turns) Lisimira the dwarven-steel pickaxe (dig speed 24 turns)3.0 Encumbrance T3 digger tool [Rare] Master While equipped: Stats +2 Str offense ------ Critical power +5.00% Ignore Armor +6 defense ------ Armor +10 Defense +15 (+4 eff.) Resistance +5% arcane other ------- Infravision +2 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
On fingers | gold ring 'Boromindil' gold ring 'Boromindil'0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Cun +7 Dex offense ------ Accuracy +7 (+1 eff.) defense ------ Armor +14 Resistance +3% acid +9% cold +3% darkness Pinning Resist +10% Rings make your fingers look great! |
On fingers | steel aquamarine ring steel aquamarine ring0.1 Encumbrance T2 ring jewelry [Ego+] Nature While equipped: defense ------ Armor +2 Resistance +7% blight +7% nature +2% all Poison Resist +10% Disease Resist +16% Rings make your fingers look great! |
Around neck | restful steel amulet of healing =FUS= restful steel amulet of healing =FUS=0.1 Encumbrance T2 amulet jewelry [Ego] Nature/Master While equipped: defense ------ Fatigue -5% Life Regen +2.00 Healmod +12% Cut Resist +50% Heal: Puts all charms on 29 cooldown Effective talent level: 2.0 Power cost 29 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 210 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
In main hand | Star (100% power, 0 apr) Star (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The star shines alone in a moonless sky. The set is complete. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Light Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 200% of your Dexterity as Light damage (166). While equipped: offense ------ Damage +25% light Ignore resists +25% light other ------- Light +3 Legend tells of a blade, shining bright as a star. Forged from a material fallen from the skies, it glows. |
Around waist | noble's rough leather belt of unlife =FUS= noble's rough leather belt of unlife =FUS=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resistance +6% blight Resist Against +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
In off hand | Moon (100% power, 0 apr) Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Arcane The moon shines alone in a starless sky. The set is complete. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 200% of your Cunning as Darkness damage (90). While equipped: offense ------ Damage +25% darkness Ignore resists +25% darkness other ------- Light +1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
Cloak | spellcowled cashmere cloak of the guardian (9 def, 5 armour) spellcowled cashmere cloak of the guardian (9 def, 5 armour)2.0 Encumbrance T3 cloak armor [Ego++] Arcane/Master While equipped: Stats +3 Mag +2 Wil defense ------ Armor +5 Defense +9 (+3 eff.) Physical save +12 (+5 eff.) Spell save +19 (+9 eff.) Mind save +14 (+7 eff.) other ------- Max mana +53.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | duelist's hardened leather armour of Eyal (13 def, 8 armour) =FUS= duelist's hardened leather armour of Eyal (13 def, 8 armour) =FUS=9.0 Encumbrance T3 light armor [Ego++] Nature/Master While equipped: Stats +5 Cun +4 Dex defense ------ Armor +8 Defense +13 (+4 eff.) Fatigue +8% Life +31.00 Life Regen +3.00 Healmod +12% A suit of armour made of leather. |
Inventory
regeneration infusion (heal 406; 15 cd) regeneration infusion (heal 406; 15 cd)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 406 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune of the sneak (damage 173; dur 4; cd 20) acid wave rune of the sneak (damage 173; dur 4; cd 20)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Range melee/personal Cooldown: 20 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 173.00 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 Cunning stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune (regen 935% over 10 turns; mana 47; cd 15) manasurge rune (regen 935% over 10 turns; mana 47; cd 15)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Spell (100% of a turn) Is: a spell and usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 935% for 10 turns (0 total) and instantly restoring 47 mana. Also when resting your mana will regenerate at 0.5 per turn. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
The Black Core =Darkness -100 die= The Black Core =Darkness -100 die=0.1 Encumbrance T2 amulet jewelry [Unique] Arcane While equipped: offense ------ Spellpower +0 (+0 eff.) defense ------ Resistance +15% darkness Unlife -100.00 life Blind Resist +100% other ------- Infravision +6 Masteries +0.20 Corruption/Black-magic Shadow Power +5 Grants spellpower equal to your Shadow Power. "Lock your soul away, and death will never reach you." |
Xoratira the Shadowpython Xoratira the Shadowpython0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% darkness Ignore resists +15% darkness defense ------ Resistance +6% blight +12% fire +12% acid +14% cold Amulets make your neck look great! |
steel amulet steel amulet0.1 Encumbrance T2 amulet jewelry [Normal] Amulets make your neck look great! |
steel amulet 'Frostsnake' =Darkn Light (Cold Nature)= steel amulet 'Frostsnake' =Darkn Light (Cold Nature)=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ Damage +12% cold +3% fire When Hit 2 fire defense ------ Resistance +6% nature +6% cold +12% light +14% darkness Blind Resist +20% Amulets make your neck look great! |
wanderer's steel amulet of manastreaming =Move 2xRegen= wanderer's steel amulet of manastreaming =Move 2xRegen=0.1 Encumbrance T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +5 Dex +2 Mag +4 Cun +4 Con offense ------ Spellpower/crit +2 Move Speed +10% defense ------ Fatigue -4% Life Regen +2.00 other ------- Stamina/turn +0.50 Mana/turn +0.18 Max mana +22.00 Amulets make your neck look great! |
Choker of Dread Choker of Dread0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Physical Power +5 (+2 eff.) Spellpower +5 (+5 eff.) defense ------ Blind Resist +100% other ------- See Invis +10 Summon an elder vampire with Taunt to your side for 15 turns. Uses 50 power out of 60/60 The evilness of undeath radiates from this amulet. |
gold amulet gold amulet0.1 Encumbrance T3 amulet jewelry [Normal] Amulets make your neck look great! |
gold amulet of the eclipse gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: offense ------ On-Hit 8 light 5 darkness Damage +5% light +5% darkness When Hit: * 8% chance to reduce damage dealt by 19% * 6% chance to blind Amulets make your neck look great! |
gold amulet of willpower (+5) =Wil+5= gold amulet of willpower (+5) =Wil+5=0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Wil Amulets make your neck look great! |
warrior's steel ring of corrosion (+22%) =Acid Armor= warrior's steel ring of corrosion (+22%) =Acid Armor=0.1 Encumbrance T2 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Damage +11% acid defense ------ Armor +4 Resistance +22% acid Rings make your fingers look great! |
savage's gold ring of clarity =Con+3= savage's gold ring of clarity =Con+3=0.1 Encumbrance T3 ring jewelry [Ego+] Master/Psionic While equipped: Stats +3 Con defense ------ Spell save +12 (+6 eff.) Mind save +6 (+3 eff.) Confus Resist +29% other ------- Max stamina +22.00 Rings make your fingers look great! |
Bloodcaller Bloodcaller0.1 Encumbrance T4 ring jewelry [Unique] Psionic While equipped: defense ------ Fatigue -5% Mind save -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
stralite ring of pilfering stralite ring of pilfering0.1 Encumbrance T4 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +8 (+1 eff.) Ignore Armor +9 defense ------ Defense +8 (+2 eff.) Disengage: Puts all charms on 9 cooldown Effective talent level: 2.6 Power cost 9 out of 10/10. Range 7 Cooldown: 10 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! |
Glitterroar the yew starstaff (120% power, 4 apr, light element) Glitterroar the yew starstaff (120% power, 4 apr, light element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Rare] Master Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +15.00% Spellpower +9 (+9 eff.) Damage +29% light Ignore resists +15% light +25% cold When Hit 10 acid On-Hit (Melee): * 20% chance to reduce armor by 16% defense ------ Resistance +18% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced dwarven-steel mace of vileness (135% power, 4 apr) balanced dwarven-steel mace of vileness (135% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 135% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-hit +8 blight On Hit: * 8% chance to reduce strength, dexterity, and constitution by 6 While equipped: offense ------ Accuracy +7 (+1 eff.) defense ------ Defense +7 (+2 eff.) Disarm Resist +24% Blunt and deadly. |
Spellblaze Shard (120% power, 10 apr) Spellblaze Shard (120% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% Range: 1.0x-1.3x Uses 45% Dex, 45% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. This item has been sent to the Item's Vault. |
Umbral Razor (129% power, 10 apr) Umbral Razor (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 129% Range: 1.0x-1.3x Uses 45% Dex, 10% Mag, 45% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 17 out of 20/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 59.75 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
warbringer's dwarven-steel dagger of crippling (117% power, 7 apr) =Check= warbringer's dwarven-steel dagger of crippling (117% power, 7 apr) =Check=1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 117% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +3 Con offense ------ Physical Crit +8.0% Physical Power +7 (+2 eff.) Ignore resists +8% physical defense ------ Disarm Resist +14% Sharp, short and deadly. |
Psionic Fury (104% power, 25 apr, mind damage) Psionic Fury (104% power, 25 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Unique] Nature/Psionic Weapon Damage 105% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +25 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +3 Cun +3 Wil offense ------ Mind Crit +8% Mindpower +10 (+5 eff.) Damage +15% mind +5% physical defense ------ Resistance +10% mind Release a wave of psionic power, dealing 131.00 mind damage (based on Willpower) to all within radius 5. Uses 33 power out of 40/40 This mindstar constantly shakes and vibrates, as if a powerful force is desperately trying to escape. |
keeper's yew longbow keeper's yew longbow4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego+] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 While equipped: offense ------ Damage +17% physical +15% temporal Ignore resists +11% physical +12% temporal other ------- Cooldown Arrow Stitching -1 Longbows are used to shoot arrows at your foes. |
icy dwarven-steel shield of acid resistance (+19%) (0 def, 6 armour, 77.5 block) icy dwarven-steel shield of acid resistance (+19%) (0 def, 6 armour, 77.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 13 cold When Hit 4 ice defense ------ Armor +6 Fatigue +8% Resistance +19% acid other ------- Talents +1 Block Handheld deflection devices. |
spellwoven linen robe of lightning (+16%) (0 def, 0 armour) spellwoven linen robe of lightning (+16%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +3% Spellpower +3 (+3 eff.) Damage +11% lightning defense ------ Resistance +16% lightning +7% all Spell save +16 (+8 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Firewalker (15 def, 2 armour) =Mag+10= Firewalker (15 def, 2 armour) =Mag+10=2.0 Encumbrance T3 cloth armor [Unique] Arcane While equipped: Stats +6 Cun +10 Mag offense ------ Spellpower +12 (+10 eff.) Damage +20% fire Ignore resists +20% fire When Hit 18 fire defense ------ Armor +2 Defense +15 (+4 eff.) Resistance +50% fire -10% cold +11% all Damage all enemies in range 4 for 40 fire damage and yourself for 5 fire damage every turn. This fiery robe was worn by the mad pyromancer Halchot, who terrorised many towns in the late Age of Dusk, burning and looting villages as they tried to recover from the Spellblaze. Eventually he was tracked down by the Ziguranth, who cut out his tongue, chopped off his head, and rent his body to shreds. The head was encased in a block of ice and paraded through the streets of nearby towns amidst the cheers of the locals. Only this robe remains of the flames of Halchot. |
grounding rough leather belt of resilience grounding rough leather belt of resilience1.0 Encumbrance T1 belt armor [Ego] Nature While equipped: defense ------ Resistance +6% lightning +6% temporal Life +34.00 A belt that goes around your waist. |
spiritwalker's hardened leather belt of carrying =CARRY= spiritwalker's hardened leather belt of carrying =CARRY=1.0 Encumbrance T3 belt armor [Ego+] Arcane While equipped: Stats +5 Mag defense ------ Fatigue -6% other ------- Encumbrance +34 Mana/turn +0.24 Max mana +26.00 A belt that goes around your waist. |
Yvudhewyn (7 def, 0 armour) =LYN Cold= Yvudhewyn (7 def, 0 armour) =LYN Cold=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Ignore resists +5% acid defense ------ Defense +7 (+2 eff.) Resistance +6% lightning +6% cold +3% light Physical save +6 (+3 eff.) Spell save +12 (+6 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
murderer's kruk cloak of the voidstalker (0 def, 0 armour) =Dark Temp= murderer's kruk cloak of the voidstalker (0 def, 0 armour) =Dark Temp=2.0 Encumbrance T1 cloak armor [Cosmetic Item] Arcane/Master While equipped: Stats +1 Cun +2 Dex offense ------ Accuracy +3 (+0 eff.) Ignore Armor +4 defense ------ Resistance +10% darkness +10% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +11% Out-of-Phase Resilience +13% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 cooldown A stylish kruk-style cloak, to look awesome. |
cashmere cloak of mindcraft (2 def, 0 armour) cashmere cloak of mindcraft (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Ego+] Psionic While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +6% defense ------ Defense +2 (+1 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Frost Treads (1 def, 4 armour) =Cold (Nature)= Frost Treads (1 def, 4 armour) =Cold (Nature)=2.0 Encumbrance T2 feet armor [Unique] Nature While equipped: Stats +4 Str +4 Wil +4 Cun offense ------ Move Speed +20% Damage +15% cold defense ------ Armor +4 Defense +1 (+1 eff.) Fatigue +7% Resistance +10% nature +20% cold other ------- Light +1 Each step taken casts a ground frost effect in a radius of 1 around you for 5 turns, giving you a 20% cold damage bonus for 3 turns. Additionally, any enemy standing in the frost has a 20% chance of talent failure for 3 turns. A pair of leather boots. Cold to the touch, they radiate a cold blue light. |
Shivercrack the pair of hardened leather boots (0 def, 3 armour) =Carry ++= Shivercrack the pair of hardened leather boots (0 def, 3 armour) =Carry ++=2.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +2 Str +3 Con offense ------ Mind Crit +1% Mindpower +15 (+7 eff.) Damage +6% mind +3% cold When Hit 6 mind defense ------ Armor +3 Fatigue -6% Physical save +8 (+3 eff.) other ------- Encumbrance +33 Stamina/turn +0.60 Equi when Hit +0.20 Max stamina +16.00 Rush: Puts all charms on 21 cooldown Effective talent level: 3.9 Power cost 21 out of 25/25. Range 9 Cooldown: 22 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
miner's pair of hardened leather boots of rushing (0 def, 7 armour) =Con +2= miner's pair of hardened leather boots of rushing (0 def, 7 armour) =Con +2=2.0 Encumbrance T3 feet armor [Ego+] Master While equipped: Stats +3 Str +2 Con defense ------ Armor +7 other ------- Infravision +2 Rush: Puts all charms on 21 cooldown Effective talent level: 1.3 Power cost 21 out of 25/25. Range 6 Cooldown: 35 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
restorative pair of hardened leather boots of disengagement (0 def, 3 armour) restorative pair of hardened leather boots of disengagement (0 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Nature/Master While equipped: Stats +3 Cun +2 Dex defense ------ Armor +3 Life Regen +3.00 Healmod +13% Disengage: Puts all charms on 13 cooldown Effective talent level: 1.3 Power cost 13 out of 15/15. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 3 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 116% 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. A pair of boots made of leather. |
storm hardened leather gloves of strength (+2) (0 def, 2 armour) =LYN= storm hardened leather gloves of strength (+2) (0 def, 2 armour) =LYN=1.0 Encumbrance T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str offense ------ Physical Power +11 (+3 eff.) On-Hit 7 lightning Damage +3% lightning defense ------ Armor +2 Resistance +6% lightning Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) =LYN= stabilizing linen wizard hat of lightning (+16%) (1 def, 0 armour) =LYN=2.0 Encumbrance T1 head armor [Ego] Nature/Master While equipped: Stats +2 Wil offense ------ Damage +11% lightning defense ------ Defense +1 (+1 eff.) Resistance +16% lightning Physical save +5 (+2 eff.) A pointy cloth hat, very wizardly... This object's appearance was changed to dwarven-steel helm. |
Lustrebright the cashmere wizard hat (2 def, 0 armour) =Fire Light= Lustrebright the cashmere wizard hat (2 def, 0 armour) =Fire Light=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: offense ------ Damage +14% fire Ignore resists +25% mind defense ------ Defense +2 (+1 eff.) Resistance +12% light +21% fire Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% other ------- Light +2 A pointy cloth hat, very wizardly... |
hardened leather cap of fortune (0 def, 3 armour) hardened leather cap of fortune (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +9 Lck offense ------ Physical Crit +4.0% Spell Crit +4% Mind Crit +4% defense ------ Armor +3 Fatigue +3% A cap made of leather. |
insulating hardened leather cap of constitution (+4) (0 def, 3 armour) =Con +4= insulating hardened leather cap of constitution (+4) (0 def, 3 armour) =Con +4=2.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +3 Fatigue +3% Resistance +7% fire +7% cold A cap made of leather. |
miner's hardened leather cap of trickery (0 def, 6 armour) miner's hardened leather cap of trickery (0 def, 6 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Cun +3 Dex offense ------ Ignore Armor +6 defense ------ Armor +6 Fatigue +3% other ------- Infravision +2 A cap made of leather. |
stabilizing hardened leather cap of might (0 def, 3 armour) =Check= stabilizing hardened leather cap of might (0 def, 3 armour) =Check=2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con offense ------ Physical Power +4 (+1 eff.) defense ------ Armor +3 Fatigue +3% Physical save +18 (+7 eff.) A cap made of leather. |
dwarven-steel helm of constitution (+4) (0 def, 4 armour) dwarven-steel helm of constitution (+4) (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego] Master While equipped: Stats +4 Con defense ------ Armor +4 Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
dwarven-steel helm of precognition (7 def, 4 armour) dwarven-steel helm of precognition (7 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Nature While equipped: Stats +7 Cun offense ------ Accuracy +6 (+1 eff.) When Hit: * 12% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +4 Defense +7 (+2 eff.) Fatigue +4% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 opal 7 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 topaz 3 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical 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. |
6 amethyst 6 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
4 onyx 4 onyx0.0 Encumbrance 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 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical 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. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
Eilinotira =Shock Regen APR= Eilinotira =Shock Regen APR=1.0 Encumbrance T3 lite [Rare] Nature While equipped: offense ------ Damage +6% physical Ignore Armor +3 defense ------ Resistance +9% lightning +3% physical +9% darkness Physical save +8 (+3 eff.) Healmod +15% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
scorching alchemist's lamp of clarity =Fire(retrib) SPOT= scorching alchemist's lamp of clarity =Fire(retrib) SPOT=1.0 Encumbrance T3 lite [Ego] Arcane/Psionic While equipped: offense ------ When Hit 13 fire defense ------ Resistance +7% fire Mind save +7 (+4 eff.) other ------- Light +4 See Stealth +5 See Invis +8 A normal brass lantern, enhanced by alchemy to make it brighter. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance 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 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 166 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. |
soothing dwarven-steel torque of mindblast [power 245] (13 cooldown) soothing dwarven-steel torque of mindblast [power 245] (13 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 245 mind damage and silencing them for 4 turns Puts all charms on 13 cooldown 100% to heal for 45. Torques are made by powerful psionics to store psionic powers. |
cleansing elm totem of healing [power 110] (13 cooldown) cleansing elm totem of healing [power 110] (13 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 110 Puts all charms on 13 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
ash wand of shielding [power 182] (17 cooldown) ash wand of shielding [power 182] (17 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Create a shield absorbing up to 182 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
soothing ash wand of clairvoyance [power 10] (13 cooldown) soothing ash wand of clairvoyance [power 10] (13 cooldown)2.0 Encumbrance T2 wand charm [Ego] Arcane Reveal the area around you, dispelling darkness (radius 10, power 36 based on Magic), and detect the presence of nearby creatures for 10 turns Puts all charms on 13 cooldown 100% to heal for 41. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
The Cog The Cog0.0 Encumbrance T3 mechanical cog [Legendary] Unknown While equipped: Stats +5 Cun +3 Wil 10% chances when you are hurt to negate the blow entirely. A tiny set of metal pieces. It seems to move on its own. |
Achievements
By Red Fangs Frank the Thalore Marauder level 14
60th Dusk 122nd year of Ascendancy at 02:03 see stats
By Red Fangs Frank the Thalore Marauder level 22
51st Regrowth 123rd year of Ascendancy at 12:18 see stats
By Red Fangs Frank the Thalore Marauder level 24
61st Regrowth 123rd year of Ascendancy at 16:13 see stats
By Red Fangs Frank the Thalore Marauder level 25
32nd Pyre 123rd year of Ascendancy at 23:05 see stats
By Red Fangs Frank the Thalore Marauder level 20
17th Regrowth 123rd year of Ascendancy at 03:40 see stats
By Red Fangs Frank the Thalore Marauder level 10
3rd Dusk 122nd year of Ascendancy at 18:07 see stats
By Red Fangs Frank the Thalore Marauder level 20
15th Regrowth 123rd year of Ascendancy at 23:08 see stats
By Red Fangs Frank the Thalore Marauder level 19
2nd Allure 123rd year of Ascendancy at 00:22 see stats
By Red Fangs Frank the Thalore Marauder level 7
7th Mirth 122nd year of Ascendancy at 03:05 see stats
By Red Fangs Frank the Thalore Marauder level 9
3rd Flare 122nd year of Ascendancy at 22:21 see stats
By Red Fangs Frank the Thalore Marauder level 16
63rd Haze 122nd year of Ascendancy at 21:28 see stats
By Red Fangs Frank the Thalore Marauder level 26
34th Pyre 123rd year of Ascendancy at 12:40 see stats
Log
Your premonition allows you to raise a shield just in time!
Red Fangs Frank shrugs off the effect 'Dazzled'!
Greater Weapon Focus from Red Fangs Frank performs a melee critical strike against Master vampire!
Red Fangs Frank revels in the spilt blood and grows stronger!
Master vampire is dazed!
Master vampire is not dazed anymore.
Master vampire is stunned!
Master vampire is dazed!
Master vampire is not dazed anymore.
Red Fangs Frank hits Master vampire for (105 ignored), 0 darkness, (7 ignored), 0 physical, 30 light, 88 darkness, 214 light, 7 physical, 30 light, 142 light (511 total damage).
Greater Weapon Focus from Red Fangs Frank hits Master vampire for 229 darkness, 7 physical, 30 light, 88 darkness (354 total damage).
Phantasmal Shield hits Red Fangs Frank for 41 light damage.
Greater Weapon Focus from Red Fangs Frank killed Master vampire!
Resting starts...
Red Fangs Frank aims less carefully.
Red Fangs Frank is no longer evading attacks.
The protective shield of Red Fangs Frank disappears.
Talent Dual Strike is ready to use.
Red Fangs Frank no longer revels in blood quite so much.
Talent Greater Weapon Focus is ready to use.
Rested for 15 turns (stop reason: all resources and life at maximum).
Resting starts...
Talent Evasion is ready to use.
Talent Perfect Strike is ready to use.
Rested for 8 turns (stop reason: all resources and life at maximum).
Today is the 38th Pyre of the 123rd year of the Age of Ascendancy of Maj'Eyal.
The time is 00:00.