Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Fortress Butler Custom Tile 1.7.0Modifies the chat dialog for the Fortress Shadow in the Sher'tul fortress, in particular the dialog stage for changing the Fortress Shadow's appearance, adding the option to choose any of the custom tiles available from the character creation dialog. Also papers over a bug in the existing male/female choices, so that the Fortress Shadow will continue to appear properly in the chat dialog with its appearance altered. NOTE: This class requires access to donator tiles, and thus requires the player to have donator status (including via purchasing the game through Steam). Frequently Asked Questions: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Stop automatic talent usage when using movement infusion 1.7.6Stop automatic talent usage when using movement infusion/step up/..., and restore automatic talent usage after that. Friendly Patrols 1.7.4Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic). Automatic Notes 1.7.0Automatically collects notes about unvisited zones and unactivated features/events that the player has seen and may wish to return to later, updated as the player revisits said points of interest. Notes will reflect:
Notes for a level are updated when the player enters or leaves the level, and when bringing up the auto-collected notes list manually via <Alt-Shift-A> (configurable via the "Key bindings" dialog). The auto-collected notes list will also optionally pop up when you load a character, configurable via the game option "UI | Automatic notes". Frequently Asked Questions: 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:
Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Improved Auto-explore and Rest 1.7.2Quality of Life improvements for resting and auto-exploring. v3.5.0 *** FOR ToME v1.6.5 *** It is recommended to turn off Marson's Rest and Auto-Explore as well as C.Lowe's Rest Tweaks if using. This addon is meant to include all of them. Latest Update Notes: Existing Features: Determines how auto-explore and running respond to telepathy, including mouse moves. Regardless of the setting, hostiles seen via telepathy will not halt resting or the Rod of Recall, nor trigger automated talents. Unique or powerful monsters (rank > 3) will always trigger a halt to running when they are spotted via telepathy for any mode except 'Original'. Available modes: • 'Always Viligant' always stops running when a hostile creature is seen via telepathy. • 'Original' is standard ToME auto-explore behavior, which ignores telepathy when running or auto-exploring. • Compatible with ToME v1.6.0 Notes: • Telepathy will not prevent auto-exploring the way normal sight will. If a halt is triggered by telepathy, hitting auto-explore again will move you at least one more square in the direction of the auto-explore path. If in 'Always Viligant' mode and a hostile is within telepathic sight (but not normal sight), you will auto-explore in 1 square per keypress increments. Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Female |
Race | Skeleton |
Class | Archer |
Level / Exp | 32 / 63% |
Size | medium |
Lifes / Deaths | Killed by Eilinaralle the cutpurse at level 29 on the 21st Haze 123rd year of Ascendancy at 21:58 / 2Killed by Ce'Nyvena the skeleton warrior at level 32 on the 41st Regrowth 124th year of Ascendancy at 13:32 |
Primary Stats
Strength | 87 (base 51) |
Dexterity | 95 (base 60) |
Constitution | 19 (base 10) |
Magic | 27 (base 18) |
Willpower | 13 (base 10) |
Cunning | 40 (base 23) |
Resources
Life | -113/882 |
Stamina | 39/224 |
Healing Factor | 1.4091723257554 |
Regeneration | 17.262360990504 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 6 |
Infravision | 5 |
See Stealth | 39.359939435378 |
See Invisible | 37.359939435378 |
Offense: Mainhand
Damage | 167 |
Accuracy | 79 |
Crit Chance | 46% |
APR | 28 |
Speed | 1.00 |
Offense: Spell
Spellpower | 28 |
Crit Chance | 14% |
Speed | 1 |
Offense: Mind
Mindpower | 22 |
Crit Chance | 17% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +14% |
Acid | +13% |
Darkness | +18% |
Cold | +7% |
Mind | +3% |
Physical | +25% |
Fire | +13% |
All | 0% |
Offense: Damage Penetration
Physical | +45% |
Fire | +35% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (38.594633868923%) |
Defense | 82 |
Ranged Defense | 82 |
Fatigue | 0 |
Physical Save | 29 |
Spell Save | 16 |
Mental Save | 26 |
Defense: Resistances
Acid | + 44%( 70%) |
Physical | + 28%( 70%) |
Cold | + 26%( 70%) |
All | + 18%( 70%) |
Darkness | + 26%( 70%) |
Mind | + 26%( 70%) |
Lightning | + 35%( 70%) |
Fire | + 31%( 70%) |
Nature | + 21%( 70%) |
Defense: Immunities
Stun Resistance | 100% |
Confusion Resistance | 32% |
Fear Resistance | 100% |
Poison Resistance | 100% |
Blind Resistance | 24% |
Silence Resistance | 51% |
Bleed Resistance | 100% |
Teleport Resistance | 20% |
Disarm Resistance | 50% |
Instadeath Resistance | 100% |
Knockback Resistance | 50% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 576 damage for 5 turns. 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 125 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. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 9 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 9 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 23%, your defense is increased by 23 and all your resistances by 23%. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 115 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. |
Class Talents
Technique / Combat techniques | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Sniper | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Technique / Archery training | 1.30 |
| 3/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Technique / Archery prowess | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Reflexes | 1.30 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Marksmanship | 1.30 |
| 5/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.00 |
| 1/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Undead / Skeleton | 1.10 |
| 5/5 |
| 5/5 |
| 1/5 |
| 5/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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 lone alchemist to the recall portal on level 2 of Dreadfell. Escort: lone alchemist (level 2 of Dreadfell)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 7 of Dreadfell. Escort: lone alchemist (level 7 of Dreadfell)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lost defiler to the recall portal on level 3 of Old Forest. Escort: lost defiler (level 3 of Old Forest)As a reward you improved Magic by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 3 of Trollmire. Escort: lost sun paladin (level 3 of Trollmire)As a reward you improved talent Chant of Fortress (+1 level(s)). | done |
You failed to protect the lost tinker from death by ravaging entropic rip. Escort: lost tinker (level 5 of Dreadfell) | failed |
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 Strength 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 Shardskin. * 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 |
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 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: 294. | 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 AlchemistsStire of Derth needs your help making an elixir of the fox. He has given you some notes on the ingredients: * You've found the needed hummerhorn wing. * You've found the needed bear paw. * You've found the needed pouch of faeros ash. You have aided Stire of Derth in creating an elixir of precision. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed snow giant kidney. * You've found the needed electric eel tail. * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' 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 explosive force without your aid. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * You've found the needed vial of wight ectoplasm. * You've found the needed pouch of bone giant dust. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed length of troll intestine. * You've found the needed giant spider spinneret. * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' | 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 within6 lumberjacks have died. | done |
You have been resurrected as an undead by some dark powers. The rotting stench of the deadHowever, the ritual failed in some way and you retain your own mind. You need to get out of this dark place and try to carve a place for yourself in the world. You have found a very special cloak that will help you walk among the living without trouble. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | 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 | undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour) undeterred pair of hardened leather boots of tirelessness (0 def, 3 armour)Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +3 Silence immunity: +25% Confusion immunity: +21% Stun/Freeze immunity: +22% Stamina each turn: +0.70 Maximum stamina: +10.00 A pair of boots made of leather. |
Quiver | barbed quiver of elven-wood arrows of daylight (14/21, 167% power, 14 apr) barbed quiver of elven-wood arrows of daylight (14/21, 167% power, 14 apr)Requires: - Dexterity 35 Powered by arcane forces Crafted by a master 3.00 Encumbrance. Type: ammo / arrow ; tier 4 Power: 167% Range: 1.4x Uses stats: 50% Str, 70% Dex Damage type: Physical Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +14 Crit. chance: +17.5% Capacity: 21 On weapon crit: * Wound the target dealing 241 physical damage across 5 turns and reducing healing by 50% Damage (Ranged): +23 light Damage against: +26% Undead Arrows are used with bows to pierce your foes to death. |
Light source | watchleader's alchemist's lamp of health watchleader's alchemist's lamp of healthInfused by nature Crafted by a master 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Blindness immunity: +24% Confusion immunity: +11% Maximum life: +46.00 Light radius: +7 See stealth: +9 See invisible: +7 It can be used to activate talent Track, placing all other charms into a 31 cooldown : Effective talent level: 2.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Sense foes around you in a radius of 16 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | rough leather cap 'Xanagath' (0 def, 1 armour) rough leather cap 'Xanagath' (0 def, 1 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +1 Fatigue: +1% Changes stats: +6 Str / +6 Dex / +5 Con Changes resistances: +3% nature / +9% mind Disarm immunity: +10% Knockback immunity: +20% Teleport immunity: +20% It can be used to activate talent Skullcracker, placing all other charms into a 16 cooldown : Effective talent level: 3.0 Power cost: 16 out of 20/20. Range: melee/personal Travel Speed: instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 360.5 Physical damage. If the attack hits, the target is confused (45% effect) for 5 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 cap made of leather. |
Tool | Scorchpierce [power 47] (18/19 cooldown) Scorchpierce [power 47] (18/19 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 2 When wielded/worn: Defense: +10 (+2 eff.) Damage when hit (Melee): 2 acid Changes resistances: +3% fire Mental save: +3 (+1 eff.) Stun/Freeze immunity: +20% Life regen: +2.00 Healing mod.: +20% It can be used to setup a psionic shield, reducing all damage taken by 47 for 5 turns Activation puts all charms on cooldown for 19 turns. When used: * Reduce fatigue by 26% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | stralite ring 'Blindraptor' stralite ring 'Blindraptor'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Armour penetration: +11 Defense: +31 (+6 eff.) Effects on melee hit: * 16% chance to reduce all saves and defense by 15 Damage (Melee): 21 physical Effects on ranged hit: * 14% chance to reduce all saves and defense by 15 Damage (Ranged): 26 physical Damage when hit (Melee): 4 darkness Changes stats: +14 Cun Changes resistances: +9% darkness Changes resistances penetration: +10% fire Changes damage: +3% darkness / +3% fire Hate when firing a critical mind attack: +2.00 Maximum hate: +9.00 It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
On fingers | gold quartz ring gold quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +10.00 Maximum life: +60.00 Healing mod.: +13% Rings make your fingers look great! |
Around waist | Malarath the hardened leather belt Malarath the hardened leather beltPowered by arcane forces 1.00 Encumbrance. Type: armor / belt ; tier 3 When wielded/worn: Accuracy: +10 (+2 eff.) Fatigue: -5% Damage when hit (Melee): 2 physical Changes stats: +2 Str Changes resistances penetration: +20% physical Changes damage: +9% physical Reduces incoming crit damage: 15.00% Maximum encumbrance: +38 A belt that goes around your waist. |
In main hand | mighty elven-wood longbow of true flight mighty elven-wood longbow of true flightRequires: - Dexterity 35 - Talent Shoot Crafted by a master 4.00 Encumbrance. Type: weapon / longbow ; tier 4 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +10 When wielded/worn: Accuracy: +14 (+3 eff.) Physical crit. chance: +12.0% Physical power: +12 (+3 eff.) Changes stats: +3 Str Longbows are used to shoot arrows at your foes. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | Arydhethra (0 def, 0 armour) Arydhethra (0 def, 0 armour)Powered by arcane forces Infused by nature 2.00 Encumbrance. [Random Unique] Type: armor / cloth ; tier 3 When wielded/worn: Changes stats: +4 Mag / +3 Wil Changes resistances: +13% acid / +12% physical / +21% lightning / +10% cold / +13% fire / +11% all Changes damage: +13% acid / +16% physical / +14% lightning / +10% fire / +3% mind / +7% cold Talent cooldown: Refit Golem (-4 turns) Mental save: +9 (+4 eff.) Silence immunity: +26% Equilibrium when hit: +0.04 Psi when hit: +0.08 Spellpower on spell critical (stacks up to 3 times): +2 Spellpower: +10 (+5 eff.) Mental crit. chance: +3% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Cloak | murderer's cashmere cloak of the hunter (2 def, 0 armour) murderer's cashmere cloak of the hunter (2 def, 0 armour)Infused by nature Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +23 (+5 eff.) Armour penetration: +3 Defense: +2 (+0 eff.) Fatigue: -4% Changes stats: +3 Cun / +3 Dex Maximum life: +63.00 Maximum stamina: +13.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Branyhek the Woequake Branyhek the WoequakeInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Accuracy: +11 (+2 eff.) Defense: +6 (+1 eff.) Effects on melee hit: * 10% chance to reduce damage dealt by 13% Damage when hit (Melee): 4 darkness Changes stats: +13 Lck Changes resistances: +18% acid Changes damage: +15% darkness Reduce all damage from unseen attackers: 13% Amulets make your neck look great! |
Inventory
blink rune of the sneak (range 5; phase 17; cd 19) blink rune of the sneak (range 5; phase 17; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 5 Cooldown: 19 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 5 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 17%, your defense is increased by 17 and all your resistances by 17%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 4; phase 22; cd 11) blink rune of the sneak (range 4; phase 22; cd 11)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 11 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 22%, your defense is increased by 22 and all your resistances by 22%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
blink rune of the sneak (range 4; phase 19; cd 20) blink rune of the sneak (range 4; phase 19; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune ; tier 1 When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 4 Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 4 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
Rune of Dissipation ( ) Rune of Dissipation ( )Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. It can be used to 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 psychic (damage 66; dur 4; cd 19) acid wave rune of the psychic (damage 66; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 66.22 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 Willpower stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune of the duelist (absorb 115; cd 20) shatter afflictions rune of the duelist (absorb 115; cd 20)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 20 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 115 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
serendipitous copper amulet of cunning (+6) serendipitous copper amulet of cunning (+6)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +6 (+1 eff.) Changes stats: +6 Lck / +2 Cun Reduce all damage from unseen attackers: 10% Amulets make your neck look great! |
starlit copper amulet starlit copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +10% light / +10% darkness Blindness immunity: +20% Amulets make your neck look great! |
warrior's copper amulet of constitution (+2) warrior's copper amulet of constitution (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Con Changes resistances: +5% physical Stamina each turn: +0.20 Amulets make your neck look great! |
Sunjeer SunjeerCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +30 (+6 eff.) Changes resistances: +1% physical / +6% mind / +15% light Talent masteries: +0.18 Technique / Conditioning +0.18 Technique / Archery training Cut immunity: +20% Only die when reaching: -40.00 life Maximum life: +40.00 Amulets make your neck look great! |
steel amulet 'Belihad' steel amulet 'Belihad'Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Str / +4 Cun / +2 Con Changes resistances: +9% acid Disease immunity: +10% Healing mod.: +15% Amulets make your neck look great! |
steel amulet of constitution (+4) steel amulet of constitution (+4)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +4 Con Amulets make your neck look great! |
steel amulet of magic (+2) steel amulet of magic (+2)Powered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +2 Mag Amulets make your neck look great! |
The Far-Hand The Far-HandPowered by unknown forces 0.10 Encumbrance. [Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +10 Con Teleport immunity: +100% It can be used to activate talent Teleport (costing 28 power out of 36/36) : Effective talent level: 4.0 Power cost: 28 out of 36/36. Range: 10 Travel Speed: instantaneous Is: a spell Description: Teleports you randomly within a large range (128). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
clarifying gold amulet of vision clarifying gold amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +16% mind Blindness immunity: +18% Confusion immunity: +23% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
gold amulet of manastreaming gold amulet of manastreamingPowered by arcane forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +2 Mag Mana each turn: +0.19 Spellpower on spell critical (stacks up to 3 times): +2 Maximum mana: +27.00 Amulets make your neck look great! |
Emeledama the Noonbender Emeledama the NoonbenderPowered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Physical power: +8 (+2 eff.) Changes stats: +4 Wil Changes resistances: +12% blight Changes resistances penetration: +10% light Changes damage: +13% blight / +5% fire / +12% light / +6% physical Critical mult.: +14.00% Spellpower: +9 (+5 eff.) Combat speed: +10% Amulets make your neck look great! |
mindweaver's stralite amulet of willpower (+10) mindweaver's stralite amulet of willpower (+10)Infused by nature Infused by psionic forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +10 Wil Mental save: +11 (+5 eff.) Confusion immunity: +19% Mindpower: +8 (+4 eff.) Amulets make your neck look great! |
Bethayata BethayataInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Physical power: +15 (+4 eff.) Changes resistances: +22% fire Changes damage: +11% fire Critical mult.: +5.00% Only die when reaching: -60.00 life Rings make your fingers look great! |
marksman's copper ring of perseverance marksman's copper ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +3 Dex Stun/Freeze immunity: +23% Life regen: +2.00 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+3 eff.) Rings make your fingers look great! |
rogue's copper ring of darkness (+22%) rogue's copper ring of darkness (+22%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Defense: +4 (+1 eff.) Changes stats: +2 Cun Changes resistances: +22% darkness Changes damage: +11% darkness Rings make your fingers look great! |
warrior's copper ring of tenacity warrior's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Armour: +4 Changes stats: +2 Str Disarm immunity: +22% Pinning immunity: +23% Knockback immunity: +21% Maximum life: +21.00 Rings make your fingers look great! |
sneakthief's steel ring sneakthief's steel ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Accuracy: +7 (+1 eff.) Changes stats: +5 Cun / +5 Dex Rings make your fingers look great! |
steel ring 'Unreduzor' steel ring 'Unreduzor'Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Armour: +2 Changes stats: +5 Str / +5 Wil / +5 Cun / +6 Con Blindness immunity: +10% Disarm immunity: +27% Pinning immunity: +20% Knockback immunity: +23% Life regen: +4.00 Maximum life: +87.00 Mindpower: +7 (+4 eff.) Rings make your fingers look great! |
steel ring 'Xanotira' steel ring 'Xanotira'Powered by arcane forces Infused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Fatigue: -4% Changes resistances: +24% darkness / +20% fire Changes damage: +12% blight / +10% fire / +12% darkness / +3% arcane Maximum encumbrance: +25 Spellpower: +5 (+3 eff.) Rings make your fingers look great! |
Stormtyphoon the gold ring Stormtyphoon the gold ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +9% lightning / +9% darkness Changes resistances penetration: +25% lightning / +25% nature Changes damage: +6% lightning / +6% darkness Physical save: +9 (+5 eff.) Spell save: +14 (+9 eff.) Mental save: +11 (+5 eff.) Rings make your fingers look great! |
Winterpunish the gold ring Winterpunish the gold ringInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Defense: +7 (+1 eff.) Damage when hit (Melee): 4 cold Changes stats: +3 Dex / +3 Wil Changes resistances: +22% nature / +26% cold Changes damage: +11% nature / +13% cold Light radius: +1 See invisible: +9 Movement speed: +13% Activating this item is instant. It can be used to activate talent Blinding Speed, placing all other charms into a 31 cooldown : Effective talent level: 3.0 Power cost: 31 out of 40/40. Range: melee/personal Travel Speed: instantaneous Description: Through rigorous training, you have learned to focus your actions for a short while, increasing your speed by 29% for 5 turns. Rings make your fingers look great! |
gold ring 'Hellhunger' gold ring 'Hellhunger'Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +1 Cun / +3 Con Changes resistances: +3% fire Changes damage: +6% mind Critical mult.: +20.00% Mental save: +6 (+3 eff.) Disarm immunity: +28% Pinning immunity: +28% Knockback immunity: +31% Hate when firing a critical mind attack: +1.00 Maximum life: +35.00 Mental crit. chance: +3% Rings make your fingers look great! |
gold ring of pilfering gold ring of pilferingCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+1 eff.) Armour penetration: +10 Defense: +9 (+2 eff.) It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
pixie's gold ring of nature (+26%) pixie's gold ring of nature (+26%)Powered by arcane forces Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes stats: +5 Cun / +5 Mag Changes resistances: +26% nature Changes damage: +13% nature Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
Cinderrot the stralite ring Cinderrot the stralite ringPowered by arcane forces Crafted by a master Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Physical power: +7 (+2 eff.) Damage when hit (Melee): 4 fire Changes stats: +8 Str / +6 Wil / +6 Cun / +7 Con Changes resistances: +9% fire Changes resistances penetration: +10% acid Changes damage: +18% acid Blindness immunity: +35% Mindpower: +5 (+3 eff.) Infravision radius: +5 See stealth: +14 See invisible: +12 Rings make your fingers look great! |
conjurer's stralite ring conjurer's stralite ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Changes stats: +5 Mag / +6 Wil Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
sneakthief's stralite ring sneakthief's stralite ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +8 Cun / +5 Dex Rings make your fingers look great! |
sneakthief's stralite ring of light (+28%) sneakthief's stralite ring of light (+28%)Powered by arcane forces Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +9 (+2 eff.) Changes stats: +7 Cun / +7 Dex Changes resistances: +28% light Changes damage: +14% light Rings make your fingers look great! |
stralite quartz ring stralite quartz ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Stun/Freeze immunity: +30% Life regen: +8.00 Maximum life: +55.00 Healing mod.: +11% Rings make your fingers look great! |
stralite quartz ring stralite quartz ringCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 4 When wielded/worn: Accuracy: +15 (+3 eff.) Armour penetration: +12 Defense: +11 (+2 eff.) Stun/Freeze immunity: +30% It can be used to activate talent Disengage, placing all other charms into a 8 cooldown : Effective talent level: 2.0 Power cost: 8 out of 10/10. Range: 7 Travel Speed: instantaneous Description: Jump back up to 4 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 143% 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! |
ash longbow of enduring =Con 11= ash longbow of enduring =Con 11=Requires: - Dexterity 16 - Talent Shoot Infused by nature 4.00 Encumbrance. Type: weapon / longbow ; tier 2 It must be held with both hands. Mastery: Master Marksman Accuracy bonus: +0.2% crit chance (max 25%) Attack speed: 100% Firing range: +7 When wielded/worn: Changes stats: +11 Con / +11 Wil Maximum life: +35.00 Longbows are used to shoot arrows at your foes. |
dreamer's cashmere robe of alchemy (0 def, 0 armour) dreamer's cashmere robe of alchemy (0 def, 0 armour)Powered by arcane forces Infused by psionic forces 2.00 Encumbrance. Type: armor / cloth ; tier 3 When wielded/worn: Changes resistances: +12% acid / +12% physical / +12% darkness / +10% cold / +12% fire / +11% mind / +11% all Changes damage: +8% acid / +10% physical / +9% fire / +7% cold Talent cooldown: Refit Golem (-3 turns) Physical save: +12 (+6 eff.) Spell save: +13 (+8 eff.) Mental save: +26 (+13 eff.) The wearer is asleep. Lucid Dreamer: This item allows the wearer to act while sleeping. A cloth vestment. It offers no intrinsic protection but can be enchanted. |
ancient silk robe of power (0 def, 0 armour) ancient silk robe of power (0 def, 0 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 4 When wielded/worn: Changes stats: +6 Mag Changes resistances: +13% all Changes resistances penetration: +10% temporal / +5% physical Changes damage: +17% temporal / +13% physical / +11% all Spellpower: +14 (+7 eff.) Reduces paradox anomalies(equivalent to willpower): +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enveloping cashmere cloak of the Shaloren (9 def, 0 armour) =Mag 3= enveloping cashmere cloak of the Shaloren (9 def, 0 armour) =Mag 3=Powered by arcane forces Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Defense: +9 (+2 eff.) Changes stats: +3 Mag / +1 Wil Physical save: +5 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Cloak of Deception Cloak of DeceptionPowered by arcane forces 1.00 Encumbrance. [Plot Item] Type: armor / cloak When wielded/worn: Physical power: +5 (+1 eff.) Spellpower: +5 (+3 eff.) Mindpower: +5 (+3 eff.) A black cloak, with subtle illusion enchantments woven into its very fabric. |
3 onyx 3 onyx0.00 Encumbrance. Type: gem / black ; tier 3 When wielded/worn: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con When used to imbue an object: Changes stats: +3 Str / +3 Dex / +3 Mag / +3 Wil / +3 Cun / +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) When used to imbue an object: Defense: +6 (+1 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+5 eff.) Mental save: +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.00 Encumbrance. Type: gem / blue ; tier 4 When wielded/worn: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+6 eff.) Mental save: +8 (+4 eff.) When used to imbue an object: Defense: +8 (+1 eff.) Physical save: +8 (+4 eff.) Spell save: +8 (+6 eff.) Mental save: +8 (+4 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
jade jade0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Armour: +4 Changes resistances: +4% all When used to imbue an object: Armour: +4 Changes resistances: +4% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
turquoise turquoise0.00 Encumbrance. Type: gem / green ; tier 4 When wielded/worn: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all When used to imbue an object: Accuracy: +10 (+2 eff.) Changes resistances penetration: +10% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 ruby 2 ruby0.00 Encumbrance. Type: gem / red ; tier 4 When wielded/worn: Changes stats: +4 Str / +4 Dex / +4 Mag / +4 Wil / +4 Cun / +4 Con When used to imbue an object: Changes 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. |
Elawe the dwarven-steel pickaxe (dig speed 24 turns) =Con 4= Elawe the dwarven-steel pickaxe (dig speed 24 turns) =Con 4=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 3 When wielded/worn: Accuracy: +6 (+1 eff.) Changes stats: +5 Str / +4 Cun / +4 Con Changes resistances: +9% darkness / +6% physical Reduces incoming crit damage: 15.00% Only die when reaching: -60.00 life Infravision radius: +7 See invisible: +6 When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Flashstoker the dwarven-steel pickaxe (dig speed 11 turns) Flashstoker the dwarven-steel pickaxe (dig speed 11 turns)Powered by arcane forces Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: tool / digger ; tier 3 When wielded/worn: Physical power: +5 (+1 eff.) Changes stats: +2 Str / +3 Dex Changes resistances: +3% temporal Changes resistances penetration: +15% light Changes damage: +8% fire / +8% mind / +6% light Mental save: +8 (+4 eff.) Lowers spell cool-downs by: 10% Movement speed: +10% Defense after a teleport: +15 Resist all after a teleport: +15% New effects duration reduction after a teleport: +15% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 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 Annulment (1/1) Rod of Annulment (1/1)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 It can be used to put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5) Activation costs 23 power out of 30/30. You can feel magic draining out around this rod. Even nature itself seems affected. |
Rod of Entropy (1/1) Rod of Entropy (1/1)Powered by unknown forces 2.00 Encumbrance. [Unique] Type: charm / rod ; tier 2 When carried: Light radius: -1 It can be used to temporarily causes the target to receive entropic backlash from any healing they receive for 6 turns up to 77% of the healing done. This effect scales with your Magic stat. Activation costs 57 power out of 75/75. This rod seems to make light die around it. You feel tired just looking at it. |
Rod of Recall (2/2) Rod of Recall (2/2)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 153 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. |
Lisutira [power 116] (18/12 cooldown) Lisutira [power 116] (18/12 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 1 When wielded/worn: Changes resistances: +6% cold / +1% physical Spell save: +3 (+3 eff.) Stun/Freeze immunity: +10% Only die when reaching: -60.00 life It can be used to sting an enemy dealing 116 nature damage over 7 turns and reducing their healing by 50% Activation puts all charms on cooldown for 12 turns. Natural totems are made by powerful wilders to store nature power. |
Aerydhebeth [power 116] (18/16 cooldown) Aerydhebeth [power 116] (18/16 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +9% blight / +6% temporal Changes resistances penetration: +10% blight It can be used to create a shield absorbing up to 116 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Increase all damage penetration by 12% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Dourdeath [power 116] (18/12 cooldown) Dourdeath [power 116] (18/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 When wielded/worn: Changes resistances: +3% cold Changes resistances penetration: +15% darkness / +20% nature It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 26 lightning damage and will be dazed for 1 turn (132 total damage) Activation puts all charms on cooldown for 12 turns. When used: * Increase all damage penetration by 11% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
extending elm wand of conjuration [power 100] (18/12 cooldown) extending elm wand of conjuration [power 100] (18/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 1 It can be used to fire a magical bolt dealing 107 cold damage Activation puts all charms on cooldown for 12 turns. When used: * Increase the duration of 1 beneficial effects by 1. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
ash wand of conjuration 'Saliravena' [power 175] (18/12 cooldown) ash wand of conjuration 'Saliravena' [power 175] (18/12 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 When wielded/worn: Armour: +6 Changes stats: +11 Cun Stamina each turn: +3.00 It can be used to fire a magical bolt dealing 198 acid damage Activation puts all charms on cooldown for 12 turns. When used: * Reduce fatigue by 29% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
cleansing ash wand of shielding [power 170] (18/16 cooldown) cleansing ash wand of shielding [power 170] (18/16 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 2 It can be used to create a shield absorbing up to 170 damage on yourself and all friendly characters within 10 spaces for 4 turns Activation puts all charms on cooldown for 16 turns. When used: * Cleanse 2 total effects of type disease, wound, or poison. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Laria of White Rain the Skeleton Archer level 27
42nd Dusk 123rd year of Ascendancy at 17:12 see stats
By Laria of White Rain the Skeleton Archer level 17
2nd Wintertide 123rd year of Ascendancy at 13:06 see stats
By Laria of White Rain the Skeleton Archer level 20
22nd Pyre 123rd year of Ascendancy at 23:44 see stats
By Laria of White Rain the Skeleton Archer level 27
45th Dusk 123rd year of Ascendancy at 21:52 see stats
By Laria of White Rain the Skeleton Archer level 27
42nd Dusk 123rd year of Ascendancy at 16:19 see stats
By Laria of White Rain the Skeleton Archer level 10
6th Flare 122nd year of Ascendancy at 15:55 see stats
By Laria of White Rain the Skeleton Archer level 20
73rd Regrowth 123rd year of Ascendancy at 10:13 see stats
By Laria of White Rain the Skeleton Archer level 30
32nd Haze 123rd year of Ascendancy at 17:49 see stats
By Laria of White Rain the Skeleton Archer level 22
60th Pyre 123rd year of Ascendancy at 04:16 see stats
By Laria of White Rain the Skeleton Archer level 20
23rd Pyre 123rd year of Ascendancy at 08:11 see stats
By Laria of White Rain the Skeleton Archer level 27
42nd Dusk 123rd year of Ascendancy at 17:12 see stats
By Laria of White Rain the Skeleton Archer level 5
6th Mirth 122nd year of Ascendancy at 08:01 see stats
By Laria of White Rain the Skeleton Archer level 27
42nd Dusk 123rd year of Ascendancy at 17:12 see stats
By Laria of White Rain the Skeleton Archer level 32
26th Regrowth 124th year of Ascendancy at 04:02 see stats
By Laria of White Rain the Skeleton Archer level 5
4th Mirth 122nd year of Ascendancy at 20:49 see stats
By Laria of White Rain the Skeleton Archer level 32
26th Regrowth 124th year of Ascendancy at 03:15 see stats
By Laria of White Rain the Skeleton Archer level 26
40th Dusk 123rd year of Ascendancy at 15:15 see stats
By Laria of White Rain the Skeleton Archer level 17
49th Haze 122nd year of Ascendancy at 03:09 see stats
By Laria of White Rain the Skeleton Archer level 29
21st Haze 123rd year of Ascendancy at 21:58 see stats
Log
Dire Plague from Ce'Nyvena the skeleton warrior hits Laria of White Rain for 56 cold damage.
Ce'Nyvena the skeleton warrior casts Phase Door.
There is a previous level here (press '' or right click to use).
Laria of White Rain looks a little pale around the edges.
Armoured skeleton warrior receives 50 healing from Rime Wraith from Ce'Nyvena the skeleton warrior.
Ce'Nyvena the skeleton warrior receives 50 healing from Rime Wraith from Ce'Nyvena the skeleton warrior.
Rime Wraith from Ce'Nyvena the skeleton warrior hits Laria of White Rain for 71 cold damage.
Armoured skeleton warrior receives 50 healing from Rime Wraith (Gelid Host) from Ce'Nyvena the skeleton warrior.
Ce'Nyvena the skeleton warrior receives 50 healing from Rime Wraith (Gelid Host) from Ce'Nyvena the skeleton warrior.
Rime Wraith (Gelid Host) from Ce'Nyvena the skeleton warrior hits Laria of White Rain for 71 cold damage.
Laria of White Rain reacts to damage from Ce'Nyvena the skeleton warrior, mitigating the blow!.
Ce'Nyvena the skeleton warrior hits Laria of White Rain for (56 reacted , -4 stam), 103 cold (103 total damage).
Laria of White Rain uses Scorchpierce!
Talent Steady Shot is ready to use.
Burning from Skeleton mage hits Laria of White Rain for (47 flat reduction), 5 cold (5 total damage).
Ce'Nyvena the skeleton warrior receives 43 healing from Rime Wraith (Gelid Host) from Ce'Nyvena the skeleton warrior.
Ce'Nyvena the skeleton warrior receives 43 healing from Rime Wraith from Ce'Nyvena the skeleton warrior.
Dire Plague from Ce'Nyvena the skeleton warrior hits Laria of White Rain for (47 flat reduction), 4 darkness (4 total damage).
Ce'Nyvena the skeleton warrior casts Invoke Darkness.
Ce'Nyvena the skeleton warrior hits Laria of White Rain for (47 flat reduction), 85 darkness (85 total damage).
Skeleton mage casts Manathrust.
Skeleton mage hits Laria of White Rain for (47 flat reduction), 68 arcane (68 total damage).
Ce'Nyvena the skeleton warrior's spell attains critical power!
Laria of White Rain reacts to damage from Ce'Nyvena the skeleton warrior, mitigating the blow!.
Ce'Nyvena the skeleton warrior hits Laria of White Rain for (47 flat reduction), (86 reacted , -4 stam), 157 cold (157 total damage).
Skeleton mage receives 42 healing from Rime Wraith from Ce'Nyvena the skeleton warrior.
Rime Wraith from Ce'Nyvena the skeleton warrior hits Laria of White Rain for (47 flat reduction), 51 cold (51 total damage).
Skeleton mage receives 42 healing from Rime Wraith (Gelid Host) from Ce'Nyvena the skeleton warrior.
Laria of White Rain the level 32 skeleton archer was frozen and shattered into a million little shards to death by Ce'Nyvena the skeleton warrior on level 7 of Dreadfell.