Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
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. Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
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: 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. 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. Steamtech UI 1.1.4 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. ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Possessor Bonus Class 1.7.4Donators/Buyers bonus! |
Campaign | Maj'Eyal |
Mode | Normal Adventure |
Sex | Male |
Race | Thalore |
Class | Marauder |
Level / Exp | 42 / 58% |
Size | medium |
Lifes / Deaths | no deaths recorded 7 / 0 |
Primary Stats
Strength | 92 (base 76) |
Dexterity | 90 (base 77) |
Constitution | 72 (base 59) |
Magic | 8 (base 10) |
Willpower | 64 (base 60) |
Cunning | 45 (base 34) |
Resources
Life | 1172/1172 |
Mana | 496/496 |
Stamina | 323/323 |
Equilibrium | 20 |
Healing Factor | 2.3562906294957 |
Regeneration | 54.44628751339 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 8 |
See Stealth | 55.582309197847 |
See Invisible | 55.582309197847 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 160 |
Accuracy | 71 |
Crit Chance | 75% |
APR | 48 |
Speed | 1.00 |
Offense: Offhand
Damage | 125 |
Accuracy | 71 |
Crit Chance | 73% |
APR | 48 |
Speed | 1.00 |
Offense: Spell
Spellpower | 8 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 30% |
Speed | 1 |
Offense: Damage Bonus
Acid | +26% |
Darkness | +10% |
Blight | +6% |
Cold | +10% |
Fire | -10% |
All | 0% |
Offense: Damage Penetration
Physical | +9% |
Lightning | +10% |
Fire | +15% |
Acid | +12% |
Defense: Base
Armour (hardiness) | 29 (85.906792979343%) |
Defense | 61 |
Ranged Defense | 61 |
Fatigue | 0 |
Physical Save | 46 |
Spell Save | 50 |
Mental Save | 48 |
Defense: Resistances
Acid | + 39%( 70%) |
Blight | + 70%( 70%) |
Arcane | + 29%( 70%) |
Cold | + 54%( 70%) |
All | + 25%( 70%) |
Lightning | + 54%( 70%) |
Light | + 54%( 70%) |
Temporal | + 32%( 70%) |
Physical | + 42%( 70%) |
Fire | + 48%( 70%) |
Nature | + 51%( 70%) |
Defense: Immunities
Stun Resistance | 50% |
Disarm Resistance | 47% |
Instadeath Resistance | 100% |
Confusion Resistance | 97% |
Inscriptions (5/5)
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 470 damage for 5 turns. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 807% 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: 15 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 133 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 Dexterity stat. |
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 431 life over 5 turns. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 30 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -470 life. The duration and life will increase by 1% for every 1% life you have lost (currently 470 life, 7 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. |
Class Talents
Technique / Bloodthirst | 1.80 |
| 5/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 5/5 |
| 2/5 |
| 3/5 |
| 3/5 |
Technique / Combat veteran | 1.80 |
| 3/5 |
| 5/5 |
| 4/5 |
| 3/5 |
Technique / Dual techniques | 2.10 |
| 3/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Technique / Battle tactics | 1.30 |
| 5/5 |
| 5/5 |
| 5/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 4/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 5/5 |
| 4/5 |
| 5/5 |
| 5/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Race / Thalore | 1.00 |
| 1/5 |
| 1/5 |
| 5/5 |
| 2/5 |
Technique / Combat training | 1.70 |
| 5/5 |
| 1/5 |
| 4/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Wild-gift / Harmony | 1.00 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 4/5 |
| 4/5 |
| 4/5 |
Technique / Conditioning | 1.30 |
| 5/5 |
| 4/5 |
| 3/5 |
| 0/5 |
Technique / Thuggery | 2.10 |
| 1/5 |
| 5/5 |
| 5/5 |
| 5/5 |
Prodigies
| 1/1 |
| 1/1 |
Effects
talent | Daunting Presence |
talent | Trained Reactions |
talent | Elemental Harmony |
talent | Premonition |
talent | Chant of Fortress |
talent | Quickdraw |
beneficial effect | Parrying melee and ranged attacks: Has a 78% chance to deflect up to 34 damage from the next 2.5 attack(s). Parried attacks cannot crit. Parrying |
beneficial effect | Has 9 throwing knives prepared: 9 KnivesRange: 6 Net Damage: 171 - 240 Accuracy: 87 (knife) APR: 49 Crit Chance: +85% Crit mult: 222% Uses Stats: 70% Dex, 50% Str |
detrimental effect | Zone-wide effect: Air decreases over time. If you run out of air you will start losing life. Look for bubbles to recover air. The water also reduces stun resistance by 10% and fire damage is reduced by 10%, however cold damage is increased by 10%. Underwater Zone |
Quests
Deep in the Dreadfell you fought and destroyed the Master, a powerful vampire. A mysterious staffOn your way out of the Dreadfell you were ambushed by a band of orcs. They asked about the staff. | done |
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. You have laid Celia to rest, putting an end to her gruesome experiments. | done |
You successfully escorted the injured seer to the recall portal on level 1 of Daikara. Escort: injured seer (level 1 of Daikara)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 1 of Lost Dwarven Kingdom of Reknor. Escort: injured seer (level 1 of Lost Dwarven Kingdom of Reknor)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 2 of Dreadfell. Escort: injured seer (level 2 of Dreadfell)As a reward you improved talent Premonition (+1 level(s)). | done |
You successfully escorted the injured seer to the recall portal on level 8 of Dreadfell. Escort: injured seer (level 8 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 3 of Trollmire. Escort: lone alchemist (level 3 of Trollmire)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost defiler to the recall portal on level 1 of Dreadfell. Escort: lost defiler (level 1 of Dreadfell)As a reward you improved Cunning by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 1 of Old Forest. Escort: lost sun paladin (level 1 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the lost sun paladin to the recall portal on level 4 of Old Forest. Escort: lost sun paladin (level 4 of Old Forest)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Old Forest. Escort: worried loremaster (level 2 of Old Forest)As a reward you improved Dexterity 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 elder in Last Hope sent you to the old Dwarven kingdom of Reknor, deep under the Iron Throne, to investigate the orc presence. Let's hunt some OrcFind out if they are in any way linked to the lost staff. But be careful -- even the Dwarves have not ventured in these old halls for many years. | done |
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 training room. * 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: 314. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
You arrived through the farportal in a cave, probably in the Far East. Strange new worldUpon arrival you met an Elf and an orc fighting. You decided to side with the Elven lady. Fillarel told you to go to the southeast and meet with High Sun Paladin Aeryn. | done |
Thanks to your timely aid, Marus of Elvala is the newest member of the Brotherhood of Alchemists. The Brotherhood of AlchemistsYou have aided Stire of Derth in creating an elixir of precision. Marus of Elvala has completed an elixir of mysticism without your aid. Marus of Elvala has completed an elixir of the savior without your aid. You have aided Marus of Elvala in creating an elixir of mastery. Agrimley the hermit has completed an elixir of serendipity without your aid. You have aided Agrimley the hermit in creating an elixir of focus. You have aided Ungrol of Last Hope in creating an elixir of stoneskin. Having failed to gain admittance to the Brotherhood of the Alchemists, Ungrol of Last Hope no longer needs your help making the elixir of foundations. | done |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | done |
Ukllmswwik asked you to take his portal to the Temple of Creation and kill Slasul who has turned mad. The Temple of CreationSlasul told you his side of the story. Now you must decide: which of them is corrupt? * You have sided with Slasul and killed Ukllmswwik. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within3 lumberjacks have died. | done |
Investigate the bastions of the Pride. The many Prides of the Orcs* Rak'shor Pride, in the west of the southern desert. * Vor Pride, in the north east. * Grushnak Pride, near a small mountain range in the north west. * Gorbat Pride, in a mountain range in the southern desert. | active |
There must be a way to go into the far east from the lair of Golbug. Find it and explore the unknown far east, looking for clues. The wild wild east | done |
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 drakeskin leather boots 'Cystblur' (0 def, 5 armour) =FUS= pair of drakeskin leather boots 'Cystblur' (0 def, 5 armour) =FUS=2.0 Encumbrance T5 feet armor [Rare] Nature While equipped: offense ------ When Hit 8 mind On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Armor +5 Resistance +10% lightning +9% temporal +3% blight Life Regen +4.00 Healmod +20% Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% A pair of boots made of leather. |
Light source | survivor's alchemist's lamp of health =HealMod= survivor's alchemist's lamp of health =HealMod=1.0 Encumbrance T3 lite [Ego] Nature While equipped: defense ------ Physical save +6 (+2 eff.) Life +50.00 Healmod +19% other ------- Light +4 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Rhublek (0 def, 3 armour) =DIVE Heal= Rhublek (0 def, 3 armour) =DIVE Heal=2.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Str defense ------ Armor +3 Fatigue +3% Resistance +9% blight +10% cold +5% arcane Mind save +3 (+1 eff.) Healmod +20% other ------- Breathe water A cap made of leather. |
On hands | Radianceseam (0 def, 3 armour) =Hmmm 2= Radianceseam (0 def, 3 armour) =Hmmm 2=1.0 Encumbrance T4 hands armor [Random Unique] Master While equipped: Stats +4 Str +5 Con offense ------ Physical Crit +10.0% Spell Crit +10% Mind Crit +18% Critical power +12.00% Physical Power +18 (+4 eff.) Damage +6% blight When Hit 2 blight On-Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +3 Resistance +9% light Physical save +12 (+4 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Disarm Resist +33% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 25 turn cooldown Effective talent level: 2.0 Power cost 25 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 22% and provides a 11% chance to shrug off critical damage for 20 turns. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Tool | Issoruindur the Freezevengeance [power 356] (17 cooldown) =FUS ShieldAll Wards= Issoruindur the Freezevengeance [power 356] (17 cooldown) =FUS ShieldAll Wards=2.0 Encumbrance T4 wand charm [Rare] Arcane While equipped: offense ------ Accuracy +5 (+2 eff.) defense ------ Resistance +6% blight +9% cold +15% light other ------- Wards +4 lightning +4 cold +4 darkness +4 mind Talents +1 Ward Create a shield absorbing up to 356 damage on yourself and all friendly characters within 10 spaces for 4 turns Puts all charms on 17 turn cooldown Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
On fingers | Flashstreak the gold ring Flashstreak the gold ring0.1 Encumbrance T3 ring jewelry [Rare] Psionic While equipped: offense ------ Damage +6% acid Ignore resists +10% lightning +15% fire When Hit 4 fire defense ------ Resistance +18% acid +18% fire +12% lightning Mind save +10 (+3 eff.) Confus Resist +27% Rings make your fingers look great! |
On fingers | Nightsong =FUS 2= Nightsong =FUS 2=0.1 Encumbrance T2 ring jewelry [Unique] Psionic While equipped: Stats +6 Cun offense ------ Damage +10% darkness defense ------ Defense +6 (+1 eff.) Fatigue -7% Mind save +13 (+4 eff.) other ------- Max stamina +25.00 Cooldown Shadowstep -1 Shadowstep: Effective talent level: 2.0 Power cost 41 out of 50/50. Range 7 Cooldown: 5 Travel.spd instantaneous Is: a spell Description: Step through the shadows to your target, dazing it for 3 turns and hitting it with all your weapons for 156% darkness weapon damage. Dazed targets are significantly impaired, but any damage will free them. To Shadowstep, you need to be able to see the target. A pitch black ring, unadorned. It seems as though tendrils of darkness creep upon it. |
Around neck | Daneth's Neckguard =PHYS.RES.= Daneth's Neckguard =PHYS.RES.=2.0 Encumbrance T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con defense ------ Armor +10 Fatigue +2% Resistance +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
In main hand | elemental voratun dagger of crippling (147% power, 9 apr) elemental voratun dagger of crippling (147% power, 9 apr)1.0 Encumbrance T5 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 147% 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 +9 Critical Rate +10.0% Attack Speed 100% On Hit: * Create an explosion dealing 15 acid damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +8.0% Damage +20% acid Ignore resists +12% acid Sharp, short and deadly. |
Around waist | Girdle of the Calm Waters =HealMod Cold Blight Nat= Girdle of the Calm Waters =HealMod Cold Blight Nat=1.0 Encumbrance T2 belt armor [Unique] Nature While equipped: Stats +3 Wil defense ------ Resistance +20% blight +20% cold +20% nature Healmod +15% A belt rumoured to have been worn by the Conclave healers. |
In off hand | warbringer's stralite dagger of evisceration (136% power, 9 apr) warbringer's stralite dagger of evisceration (136% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego++] Master Weapon Damage 137% 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 +9 Critical Rate +8.0% Attack Speed 100% On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +1 Con offense ------ Physical Crit +12.0% Physical Power +20 (+4 eff.) Ignore resists +9% physical defense ------ Disarm Resist +14% Sharp, short and deadly. |
Cloak | restorative cashmere cloak of fog (7 def, 0 armour) =FUS= restorative cashmere cloak of fog (7 def, 0 armour) =FUS=2.0 Encumbrance T3 cloak armor [Ego++] Nature While equipped: defense ------ Defense +7 (+2 eff.) Resistance +14% blight +12% fire +14% light +14% nature Stealth +8 Life Regen +4.00 Healmod +12% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | troll-hide rough leather armour of lightning resistance (3 def, 2 armour) =SHOCK= troll-hide rough leather armour of lightning resistance (3 def, 2 armour) =SHOCK=9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +16% lightning Life +30.00 Life Regen +3.80 Healmod +11% A suit of armour made of leather. |
Inventory
Elixir of Invulnerability Elixir of Invulnerability2.0 Encumbrance potion [Plot Item] Nature Grant you complete invulnerability for five turns. A vial of thick fluid, metallic and reflective. It's incredibly heavy. |
healing infusion (heal 65; cd 15) healing infusion (heal 65; cd 15)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 65 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the titan (res 29%; mental; dur 4; cd 13) wild infusion of the titan (res 29%; mental; dur 4; cd 13)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 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 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Constitution stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Reflection (--) Rune of Reflection (--)0.1 Encumbrance T3 rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 15 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing and reflecting at most 140 damage for 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the rune. You can see your own image mirrored in the surface of this silvery rune. |
Prismatic Rune (6 turns; acid, cold, physical, fire) Prismatic Rune (6 turns; acid, cold, physical, fire)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 3 cold, 2 physical, 4 fire 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. |
stormshield rune (threshold 5; blocks 3; dur 4; cd 16) stormshield rune (threshold 5; blocks 3; dur 4; cd 16)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 5 up to 3 times. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
teleportation rune of the warrior (range 135; cd 10) teleportation rune of the warrior (range 135; cd 10)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 10 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport randomly in a range of 135 with a minimum range of 15. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Sealed Scroll of Last Hope Sealed Scroll of Last Hope0.1 Encumbrance scroll [Unique] Open the seal and read the message. Magical scrolls can have wildly different effects! |
insulating copper amulet =Fire & Ice= insulating copper amulet =Fire & Ice=0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +11% fire +10% cold Amulets make your neck look great! |
Feathersteel Amulet =CARRY Move= Feathersteel Amulet =CARRY Move=0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+4 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
Xille the steel amulet =Fus= Xille the steel amulet =Fus=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +12 Str +1 Dex +2 Mag defense ------ Resistance +15% temporal Life Regen +2.00 Healmod +10% Amulets make your neck look great! |
restful gold amulet of the eclipse restful gold amulet of the eclipse0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane/Master While equipped: offense ------ On-Hit 10 light 7 darkness Damage +8% light +11% darkness When Hit: * 8% chance to reduce damage dealt by 21% * 9% chance to blind defense ------ Fatigue -6% Life Regen +3.00 Amulets make your neck look great! |
starlit gold amulet of strength (+3) =Twilight BlindRes= starlit gold amulet of strength (+3) =Twilight BlindRes=0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +3 Str defense ------ Resistance +13% light +13% darkness Blind Resist +24% Amulets make your neck look great! |
Voriselle the stralite amulet Voriselle the stralite amulet0.1 Encumbrance T4 amulet jewelry [Rare] Disrupt While equipped: defense ------ Armor +16 Defense +10 (+2 eff.) Resistance +23% blight +5% arcane +15% mind +22% nature Physical save +6 (+2 eff.) Poison Resist +37% Disease Resist +40% Confus Resist +20% other ------- Max stamina +30.00 Amulets make your neck look great! |
savior's steel ring of sensing =SPOT Saves= savior's steel ring of sensing =SPOT Saves=0.1 Encumbrance T2 ring jewelry [Ego] Arcane/Master While equipped: defense ------ Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +7 (+2 eff.) Blind Resist +20% other ------- Infravision +4 See Stealth +8 See Invis +8 Rings make your fingers look great! |
sneakthief's steel ring of light (+22%) =LIGHT= sneakthief's steel ring of light (+22%) =LIGHT=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane/Master While equipped: Stats +5 Cun +5 Dex offense ------ Damage +11% light Accuracy +6 (+2 eff.) defense ------ Resistance +22% light Rings make your fingers look great! |
sneakthief's steel ring of pilfering =Accuracy= sneakthief's steel ring of pilfering =Accuracy=0.1 Encumbrance T2 ring jewelry [Ego++] Master While equipped: Stats +5 Cun +5 Dex offense ------ Accuracy +14 (+4 eff.) Ignore Armor +9 defense ------ Defense +7 (+2 eff.) Disengage: Puts all charms on 9 turn 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! |
Noyachik =CARRY Defense CritPwr= Noyachik =CARRY Defense CritPwr=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: offense ------ Critical power +10.00% Physical Power +10 (+2 eff.) Damage +30% temporal Ignore resists +15% arcane defense ------ Defense +30 (+7 eff.) Fatigue -7% Physical save +12 (+4 eff.) other ------- Encumbrance +27 Rings make your fingers look great! |
Skysnake the gold ring =Armor Poison= Skysnake the gold ring =Armor Poison=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +5 Str offense ------ Ignore resists +25% lightning defense ------ Armor +10 Resistance +6% acid +2% physical +15% cold +6% blight Poison Resist +20% Rings make your fingers look great! |
gold ring 'Thundersting' =SHOCK= gold ring 'Thundersting' =SHOCK=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +3% temporal Ignore resists +25% lightning +15% temporal Accuracy +6 (+2 eff.) When Hit 2 temporal On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Resistance +18% lightning Rings make your fingers look great! |
rogue's gold ring of corrosion (+22%) =ACID= rogue's gold ring of corrosion (+22%) =ACID=0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +4 Cun offense ------ Damage +11% acid defense ------ Defense +8 (+2 eff.) Resistance +22% acid Rings make your fingers look great! |
titan's gold ring of nature (+26%) =Nature= titan's gold ring of nature (+26%) =Nature=0.1 Encumbrance T3 ring jewelry [Ego] Nature While equipped: Stats +5 Con offense ------ Damage +13% nature defense ------ Resistance +26% nature Physical save +10 (+4 eff.) Rings make your fingers look great! |
treant's gold ring of fire (+7%) =FIRE= treant's gold ring of fire (+7%) =FIRE=0.1 Encumbrance T3 ring jewelry [Ego+] Nature While equipped: offense ------ Damage +13% fire defense ------ Resistance +7% blight +26% fire +7% nature Poison Resist +17% Disease Resist +10% Rings make your fingers look great! |
Corruptionwish =COLD= Corruptionwish =COLD=0.1 Encumbrance T4 ring jewelry [Rare] Nature While equipped: Stats +1 Wil +8 Cun +2 Con offense ------ Physical Power +10 (+2 eff.) Damage +15% cold On-Hit (Melee): * 20% chance to slow global speed by 53% defense ------ Resistance +6% nature +30% cold Crit Resistance 15.00% Rings make your fingers look great! |
titan's stralite ring of misery =PHYS DMG= titan's stralite ring of misery =PHYS DMG=0.1 Encumbrance T4 ring jewelry [Ego+] Nature/Psionic While equipped: Stats +5 Cun +7 Con offense ------ On-Hit 11 physical On-Ranged-Hit 19 physical On-Hit (Melee): * 14% chance to reduce all saves and defense by 26 On-Hit (Ranged): * 14% chance to reduce all saves and defense by 26 defense ------ Physical save +14 (+5 eff.) other ------- Hate-on-crit +2.00 Max hate +9.00 Bleeding Edge: Puts all charms on 17 turn cooldown Effective talent level: 3.9 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 162% weapon damage. If the attack hits, the target will bleed for 306% weapon damage over 7 turns, and all healing will be reduced by 62%. Rings make your fingers look great! |
Eredrakath =Temp Disarm Pinn Kn.back= Eredrakath =Temp Disarm Pinn Kn.back=0.1 Encumbrance T5 ring jewelry [Rare] Master While equipped: offense ------ Ignore resists +20% mind defense ------ Resistance +6% temporal +9% light +3% cold Mind save +6 (+2 eff.) Life +35.00 Disarm Resist +39% Pinning Resist +36% Knockbk Resist +31% other ------- Psi when Hit +0.12 Rings make your fingers look great! |
Warmaster Gnarg's Murderblade (172% power, 19 apr) Warmaster Gnarg's Murderblade (172% power, 19 apr)3.0 Encumbrance T4 greatsword 2H weapon [Unique] Master Weapon Damage 172% Range: 1.0x-1.6x Uses 120% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +19 Critical Rate +10.0% Attack Speed 100% Damage Against +20% Living On Hit: * 10% chance to send the wielder into a killing frenzy While equipped: Stats +15 Str +5 Dex +15 Con defense ------ Resist Against +20% Living other ------- Masteries +0.30 Technique/Berserker's strength +0.20 Technique/Two-handed weapons +0.20 Technique/Two-handed maiming +0.20 Technique/Two-handed assault A blood-etched greatsword, it has seen many foes. From the inside. |
caustic stralite waraxe of disruption (140% power, 5 apr) caustic stralite waraxe of disruption (140% power, 5 apr)3.0 Encumbrance T4 waraxe 1H weapon [Ego++] Nature/Disrupt Weapon Damage 141% Range: 1.0x-1.4x Uses 100% Str Damage Physical Mastery Weapons Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +6.5% Attack Speed 100% Damage Against +13% Unnatural On-crit, radius 2 +21 acid +21 nature On Hit: * Cause the target to have a 10% chance to fail spellcasting and 10% chance to lose a magical sustain each turn, stacking up to 50% While equipped: offense ------ Ignore resists +10% acid +14% nature Ignore Armor +8 One-handed war axes. |
Spellblaze Shard (120% power, 10 apr) =+/- Blight & Fire= Spellblaze Shard (120% power, 10 apr) =+/- Blight & Fire=1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 121% 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 +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. |
Willowking the steel dagger (105% power, 6 apr) =LeftH if area dark= Willowking the steel dagger (105% power, 6 apr) =LeftH if area dark=1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 106% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Dex +1 Cun +1 Con offense ------ Physical Crit +5.0% defense ------ Resistance +3% nature Unlife -80.00 life other ------- Light +3 Sharp, short and deadly. |
stormbringer's steel dagger of evisceration (104% power, 6 apr) =Move! Bleed Crit= stormbringer's steel dagger of evisceration (104% power, 6 apr) =Move! Bleed Crit=1.0 Encumbrance T2 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 105% 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 +6 Critical Rate +5.0% Attack Speed 100% On-crit, radius 2 +5 lightning +11 cold On Crit: * Wound the target dealing 296 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +6.0% Physical Power +7 (+2 eff.) Move Speed +25% Ignore resists +8% lightning +8% cold Sharp, short and deadly. |
steady elven-wood longbow of recursion steady elven-wood longbow of recursion4.0 Encumbrance T4 longbow 2H weapon Reqs Shoot [Ego+] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +9 On Hit: 10% Shoot 1 While equipped: offense ------ Physical Crit +6.0% Accuracy +14 (+4 eff.) Longbows are used to shoot arrows at your foes. |
troll-hide cured leather armour of Eyal (6 def, 4 armour) =FUS= troll-hide cured leather armour of Eyal (6 def, 4 armour) =FUS=9.0 Encumbrance T2 light armor [Ego++] Nature While equipped: defense ------ Armor +4 Defense +6 (+1 eff.) Fatigue +7% Life +62.00 Life Regen +6.50 Healmod +25% A suit of armour made of leather. |
Mighty Girdle =Carry Knockback= Mighty Girdle =Carry Knockback=1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: defense ------ Armor +4 Fatigue -10% Life +40.00 Knockbk Resist +40% other ------- Encumbrance +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
noble's rough leather belt of unlife =UNLIFE & +vs Summoned= noble's rough leather belt of unlife =UNLIFE & +vs Summoned=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +5% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
Bolttitan the hardened leather belt =Twilight= Bolttitan the hardened leather belt =Twilight=1.0 Encumbrance T3 belt armor [Rare] Arcane While equipped: offense ------ Damage +9% acid +12% temporal Ignore resists +5% acid When Hit 6 acid defense ------ Resistance +6% lightning +6% acid +6% darkness +7% light A belt that goes around your waist. |
Flashsmasher =FIRE Acid Shock= Flashsmasher =FIRE Acid Shock=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +3 Dex offense ------ Damage +6% cold Ignore resists +15% fire Ignore Armor +2 When Hit 6 cold defense ------ Armor +8 Resistance +8% acid +16% fire +7% lightning +8% cold Physical save +12 (+4 eff.) A belt that goes around your waist. |
Polewen the Serpentoblivion (2 def, 9 armour) =COLD NATURE= Polewen the Serpentoblivion (2 def, 9 armour) =COLD NATURE=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: offense ------ Damage +24% lightning On-Hit (Melee): * 20% chance to slow global speed by 53% * 20% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +9 Defense +2 (+0 eff.) Resistance +6% lightning +22% cold +20% nature A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Strikerip the cashmere cloak (2 def, 0 armour) =SHOCK LightRad 3= Strikerip the cashmere cloak (2 def, 0 armour) =SHOCK LightRad 3=2.0 Encumbrance T3 cloak armor [Rare] Master While equipped: Stats +1 Cun +1 Dex offense ------ Damage +3% light +3% lightning Ignore resists +15% fire defense ------ Defense +2 (+0 eff.) Resistance +24% lightning other ------- Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
enveloping cashmere cloak of the voidstalker (9 def, 0 armour) =BLINK DARK TEMP= enveloping cashmere cloak of the voidstalker (9 def, 0 armour) =BLINK DARK TEMP=2.0 Encumbrance T3 cloak armor [Ego+] Arcane/Master While equipped: defense ------ Defense +9 (+2 eff.) Resistance +18% darkness +17% temporal Physical save +7 (+3 eff.) Out-of-Phase Defense +15 Out-of-Phase Resistance +11% Out-of-Phase Resilience +18% Blink randomly (up to range 8) within 2 spaces of a target hostile creature Puts all charms on 9 turn cooldown A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Eilinusena the Shiverveil (0 def, 6 armour) =Infra CritPower= Eilinusena the Shiverveil (0 def, 6 armour) =Infra CritPower=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: Stats +2 Cun offense ------ Critical power +20.00% defense ------ Armor +6 Resistance +6% cold other ------- Max hate +6.00 Max psi +20.00 Infravision +2 A pair of boots made of leather. |
Zaneyazor the Wildgrit (0 def, 3 armour) =Carry 5 Resists= Zaneyazor the Wildgrit (0 def, 3 armour) =Carry 5 Resists=2.0 Encumbrance T3 feet armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Armor +3 Fatigue -6% Resistance +6% lightning +6% blight +6% fire +9% nature +3% cold Physical save +8 (+3 eff.) other ------- Encumbrance +32 A pair of boots made of leather. |
cinder rough leather gloves of butchering (0 def, 1 armour) =Fire Spells= cinder rough leather gloves of butchering (0 def, 1 armour) =Fire Spells=1.0 Encumbrance T1 hands armor [Ego+] Nature/Disrupt While equipped: offense ------ Physical Power +5 (+1 eff.) On-Hit 6 fire Damage +4% fire Accuracy +4 (+1 eff.) Ignore Armor +6 defense ------ Armor +1 Resistance +7% blight +6% fire Spell save +9 (+3 eff.) 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. |
Unlightwinnow the hardened leather gloves (0 def, 2 armour) =DARKNESS Blight Mind= Unlightwinnow the hardened leather gloves (0 def, 2 armour) =DARKNESS Blight Mind=1.0 Encumbrance T2 hands armor [Rare] Arcane While equipped: offense ------ On-Hit 7 darkness Damage +6% darkness +21% mind Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 5 defense ------ Armor +2 Resistance +9% blight +15% darkness +9% mind 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. |
heroic hardened leather gloves of the nighthunter (0 def, 6 armour) =Track!= heroic hardened leather gloves of the nighthunter (0 def, 6 armour) =Track!=1.0 Encumbrance T2 hands armor [Ego++] Master/Psionic While equipped: Stats +2 Cun offense ------ Accuracy +7 (+2 eff.) defense ------ Armor +6 Resistance +7% darkness Mind save +7 (+2 eff.) Life +43.00 other ------- Infravision +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Track: Puts all charms on 13 turn cooldown Effective talent level: 2.6 Power cost 13 out of 15/15. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 18 for 5 turns. The radius will increase with your Cunning. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
temporal hardened leather gloves of dexterity (+4) (0 def, 2 armour) =Temp= temporal hardened leather gloves of dexterity (+4) (0 def, 2 armour) =Temp=1.0 Encumbrance T2 hands armor [Ego] Arcane/Master While equipped: Stats +4 Dex offense ------ On-Hit 10 temporal On-Ranged-Hit 8 temporal Damage +5% temporal Accuracy +12 (+3 eff.) defense ------ Armor +2 Resistance +7% temporal 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. |
insulating linen wizard hat of the mountain (+10%) (1 def, 0 armour) =+/- Phys= insulating linen wizard hat of the mountain (+10%) (1 def, 0 armour) =+/- Phys=2.0 Encumbrance T1 head armor [Ego] Nature While equipped: offense ------ Damage +10% physical defense ------ Defense +1 (+0 eff.) Resistance +6% cold +6% fire +10% physical A pointy cloth hat, very wizardly... |
starseer's cashmere wizard hat of light (+22%) (2 def, 0 armour) =LIGHT RES= starseer's cashmere wizard hat of light (+22%) (2 def, 0 armour) =LIGHT RES=2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: offense ------ Damage +22% light +10% temporal +7% darkness +4% physical defense ------ Defense +2 (+0 eff.) Resistance +22% light A pointy cloth hat, very wizardly... |
Hat of Arcane Understanding (2 def, 0 armour) =ARCANE= Hat of Arcane Understanding (2 def, 0 armour) =ARCANE=2.0 Encumbrance T3 head armor [Unique] Arcane Only supremacy of the arcane can release its full power. While equipped: defense ------ Defense +2 (+0 eff.) Resistance +20% arcane other ------- Mana/turn +2.00 Cooldown Disruption Shield -10 Masteries +0.20 Spell/Meta A traditional pointed wizard's hat, made of fine purple elven-silk and decorated with bright silver runes. You sense it has been passed from ancient times, and has been born on the heads of great mages. Touching the cloth you feel a sense of knowledge and power from bygone ages, yet it is partly sealed away, waiting for a trigger to release it. |
Ulfyblek the hardened leather cap (0 def, 11 armour) =SHOCK -80 Unlife= Ulfyblek the hardened leather cap (0 def, 11 armour) =SHOCK -80 Unlife=2.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +3 Str +3 Con offense ------ Damage +6% blight On-Hit (Melee): * 20% chance to gain 10% of a turn (3/turn limit) defense ------ Armor +11 Fatigue +3% Resistance +15% lightning +6% blight Physical save +8 (+3 eff.) Mind save +11 (+4 eff.) Unlife -80.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Battle Cry: Puts all charms on 23 turn cooldown Effective talent level: 2.0 Power cost 23 out of 28/28. Range melee/personal Cooldown: 30 Travel.spd instantaneous Description: Your battle cry shatters the will of your foes within a radius of 5, lowering their Defense by 14 for 7 turns, making them easier to hit. All evasion and concealment bonuses are also disabled. The chance to hit increases with your Physical Power. A cap made of leather. |
thaloren hardened leather cap of constitution (+5) (0 def, 3 armour) thaloren hardened leather cap of constitution (+5) (0 def, 3 armour)2.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +3 Con +5 Wil defense ------ Armor +3 Fatigue +3% Resistance +7% blight Mind save +7 (+2 eff.) A cap made of leather. |
Cyrora the Blindseam (0 def, 3 armour) =+3 LgtRad TEMP= Cyrora the Blindseam (0 def, 3 armour) =+3 LgtRad TEMP=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Wil offense ------ Ignore resists +10% light defense ------ Armor +3 Fatigue +5% Resistance +6% blight +12% temporal +3% darkness +3% lightning Spell save +3 (+1 eff.) Mind save +6 (+2 eff.) other ------- Light +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Aeriyanor the dwarven-steel helm (0 def, 20 armour) =FUS= Aeriyanor the dwarven-steel helm (0 def, 20 armour) =FUS=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +8 Str defense ------ Armor +20 Fatigue +4% Resistance +6% lightning +6% light +6% blight +9% fire +5% arcane Life +40.00 Healmod +20% Skullcracker +3 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 6.3 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 337.6 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Blazecrack the dwarven-steel helm (0 def, 4 armour) =FIRE COLD= Blazecrack the dwarven-steel helm (0 def, 4 armour) =FIRE COLD=3.0 Encumbrance T3 head armor [Rare] Master While equipped: offense ------ Mindpower +30 (+10 eff.) Ignore resists +5% mind defense ------ Armor +4 Fatigue +4% Resistance +12% lightning +6% temporal +20% fire +5% arcane +20% cold A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Gulralaith (0 def, 8 armour) =FUS??= Gulralaith (0 def, 8 armour) =FUS??=3.0 Encumbrance T3 head armor [Rare] Master While equipped: Stats +2 Str offense ------ Ignore resists +10% physical defense ------ Armor +8 Fatigue +4% Resistance +6% lightning +12% light +12% mind Life Regen +4.00 Disarm Resist +20% other ------- Infravision +3 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
mindcaging dwarven-steel helm of the bounder (0 def, 4 armour) =MIND= mindcaging dwarven-steel helm of the bounder (0 def, 4 armour) =MIND=3.0 Encumbrance T3 head armor [Ego++] Master/Psionic While equipped: Stats +7 Str +7 Dex defense ------ Armor +4 Fatigue +4% Resistance +15% mind Mind save +13 (+4 eff.) Confus Resist +29% Skullcracker +2 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 6.3 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 337.6 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
prismatic dwarven-steel helm of the bounder (0 def, 4 armour) =DARK= prismatic dwarven-steel helm of the bounder (0 def, 4 armour) =DARK=3.0 Encumbrance T3 head armor [Ego+] Nature/Master While equipped: Stats +6 Str +7 Dex defense ------ Armor +4 Fatigue +4% Resistance +13% light +15% darkness Skullcracker +2 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 6.3 Power cost 17 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 337.6 Physical damage. If the attack hits, the target is confused (44% effect) for 6 turns. Damage done increases with the quality of your headgear, your Strength, and your physical damage bonuses. Confusion power increases with your Dexterity, and chance increases with Accuracy. A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
4 aquamarine 4 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. |
3 opal 3 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 (+1 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
9 amethyst 9 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. |
6 onyx 6 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. |
4 lapis lazuli 4 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+2 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
7 emerald 7 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. |
6 garnet 6 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. |
4 quartz 4 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. |
4 sapphire 4 sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Item imbue powers: Defense +8 (+2 eff.) Physical save +8 (+3 eff.) Spell save +8 (+3 eff.) Mind save +8 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 turquoise 3 turquoise0.0 Encumbrance T4 green gem [Normal] While equipped: Ignore resists +10% all Accuracy +10 (+3 eff.) Item imbue powers: Ignore resists +10% all Accuracy +10 (+3 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ruby ruby0.0 Encumbrance T4 red gem [Normal] While equipped: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Item imbue powers: Stats +4 Str +4 Dex +4 Mag +4 Wil +4 Cun +4 Con Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
amber amber0.0 Encumbrance T4 yellow gem [Normal] While equipped: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Item imbue powers: Physical Crit +4.0% Spell Crit +4% Mind Crit +4% Damage +8% all Latent Damage Type: Light 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. |
Burning Star Burning Star1.0 Encumbrance T3 white gem [Unique] Arcane While carried: Light +1 Latent Damage Type: Light Map surroundings within range 20. Uses 25 power out of 30/30 The first Halfling mages during the Age of Allure discovered how to capture the Sunlight and infuse gems with it. This star is the culmination of their craft. Light radiates from its ever-shifting yellow surface. |
Ivybrenne the brass lantern =SPOT Infra= Ivybrenne the brass lantern =SPOT Infra=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: Stats +1 Mag offense ------ Ignore Armor +1 defense ------ Mind save +6 (+2 eff.) other ------- Light +3 Infravision +3 See Stealth +5 See Invis +7 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
dreamer's alchemist's lamp of the moons dreamer's alchemist's lamp of the moons1.0 Encumbrance T3 lite [Ego++] Arcane/Psionic While equipped: offense ------ Mind Crit +6% Mindpower +9 (+3 eff.) Damage +8% darkness defense ------ Resistance +8% light Affinity +5% darkness Mind save +7 (+2 eff.) other ------- Light +4 Infravision +2 Moonlight Ray: Puts all charms on 7 turn cooldown Effective talent level: 4.0 Power cost 7 out of 8/8. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a spell Description: Focuses the power of the Moon into a beam of shadows, doing 51.22 damage. The damage dealt will increase with your Spellpower. A normal brass lantern, enhanced by alchemy to make it brighter. |
Beridentir the Singewish =LtRange +8 FIRE= Beridentir the Singewish =LtRange +8 FIRE=1.0 Encumbrance T5 lite [Rare] Master While equipped: offense ------ Damage +9% fire Ignore resists +10% lightning When Hit 4 lightning 8 fire defense ------ Resistance +24% fire other ------- Light +8 Made by the Dwarves, this lantern provides light in the darkest recesses of the earth. |
Rungof's Fang =CARRIED BONI= Rungof's Fang =CARRIED BONI=1.0 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. |
miner's iron pickaxe (dig speed 30 turns) =Me Digger= miner's iron pickaxe (dig speed 30 turns) =Me Digger=3.0 Encumbrance T1 digger tool [Ego] Master While equipped: Stats +1 Str other ------- Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Orb of Many Ways Orb of Many Ways1.0 Encumbrance orb [Plot Item] Unknown Activate a portal. Uses 9 power out of 30/30 The orb projects images of distant places, some that seem to be not of this world, switching rapidly. If used near a portal it could probably activate it. |
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. |
powerful stralite torque of mindblast [power 285] (13 cooldown) =Silencer= powerful stralite torque of mindblast [power 285] (13 cooldown) =Silencer=2.0 Encumbrance T4 torque charm [Ego] Psionic Blast the opponent's mind dealing 285 mind damage and silencing them for 4 turns Puts all charms on 13 turn cooldown 100% to increase all damage by 16% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
powerful yew totem of healing [power 254] (13 cooldown) =HealAll= powerful yew totem of healing [power 254] (13 cooldown) =HealAll=2.0 Encumbrance T3 totem charm [Ego+] Nature Heal yourself and all friendly characters within 10 spaces for 254 Puts all charms on 13 turn cooldown 100% to increase all damage by 15% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
It Which Writhes =Halve neg. durations= It Which Writhes =Halve neg. durations=0.0 Encumbrance T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con Fully Charged! Reduce the duration of all detrimental effects. Uses 9 power out of 10/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Skinner Skyle the Thalore Marauder level 36
7th Flare 123rd year of Ascendancy at 19:05 see stats
By Skinner Skyle the Thalore Marauder level 36
5th Flare 123rd year of Ascendancy at 23:56 see stats
By Skinner Skyle the Thalore Marauder level 40
23rd Dusk 123rd year of Ascendancy at 13:43 see stats
By Skinner Skyle the Thalore Marauder level 38
19th Dusk 123rd year of Ascendancy at 04:42 see stats
By Skinner Skyle the Thalore Marauder level 22
56th Regrowth 123rd year of Ascendancy at 05:55 see stats
By Skinner Skyle the Thalore Marauder level 13
39th Dusk 122nd year of Ascendancy at 13:06 see stats
By Skinner Skyle the Thalore Marauder level 39
19th Dusk 123rd year of Ascendancy at 15:41 see stats
By Skinner Skyle the Thalore Marauder level 23
71st Regrowth 123rd year of Ascendancy at 04:09 see stats
By Skinner Skyle the Thalore Marauder level 24
71st Regrowth 123rd year of Ascendancy at 12:04 see stats
By Skinner Skyle the Thalore Marauder level 30
57th Pyre 123rd year of Ascendancy at 23:22 see stats
By Skinner Skyle the Thalore Marauder level 41
40th Dusk 123rd year of Ascendancy at 03:43 see stats
By Skinner Skyle the Thalore Marauder level 36
16th Dusk 123rd year of Ascendancy at 09:49 see stats
By Skinner Skyle the Thalore Marauder level 21
37th Regrowth 123rd year of Ascendancy at 09:39 see stats
By Skinner Skyle the Thalore Marauder level 10
4th Dusk 122nd year of Ascendancy at 22:32 see stats
By Skinner Skyle the Thalore Marauder level 20
20th Regrowth 123rd year of Ascendancy at 07:46 see stats
By Skinner Skyle the Thalore Marauder level 30
56th Pyre 123rd year of Ascendancy at 20:29 see stats
By Skinner Skyle the Thalore Marauder level 40
19th Dusk 123rd year of Ascendancy at 16:58 see stats
By Skinner Skyle the Thalore Marauder level 18
76th Haze 122nd year of Ascendancy at 09:28 see stats
By Skinner Skyle the Thalore Marauder level 38
18th Dusk 123rd year of Ascendancy at 03:21 see stats
By Skinner Skyle the Thalore Marauder level 21
53rd Regrowth 123rd year of Ascendancy at 03:26 see stats
By Skinner Skyle the Thalore Marauder level 39
19th Dusk 123rd year of Ascendancy at 16:58 see stats
By Skinner Skyle the Thalore Marauder level 7
2nd Mirth 122nd year of Ascendancy at 20:28 see stats
By Skinner Skyle the Thalore Marauder level 24
71st Regrowth 123rd year of Ascendancy at 13:47 see stats
By Skinner Skyle the Thalore Marauder level 9
1st Dusk 122nd year of Ascendancy at 16:12 see stats
By Skinner Skyle the Thalore Marauder level 26
7th Pyre 123rd year of Ascendancy at 18:38 see stats
By Skinner Skyle the Thalore Marauder level 35
5th Flare 123rd year of Ascendancy at 23:51 see stats
By Skinner Skyle the Thalore Marauder level 23
64th Regrowth 123rd year of Ascendancy at 01:37 see stats
By Skinner Skyle the Thalore Marauder level 34
5th Flare 123rd year of Ascendancy at 05:29 see stats