Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Escorts Enhanced 1.7.0Various enhancements to escort quest NPCs: Items Vault 1.7.6Donators/Buyers bonus! Possessor Bonus Class 1.7.4Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: 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:
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. 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: 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 | Male |
Race | Dwarf |
Class | Skirmisher |
Level / Exp | 34 / 64% |
Size | medium |
Lifes / Deaths | Killed by Zenslings at level 34 on the 16th Steel 123rd year of Ascendancy at 09:48 / 1 |
Primary Stats
Strength | 15 (base 10) |
Dexterity | 72 (base 60) |
Constitution | 23 (base 10) |
Magic | 33 (base 23) |
Willpower | 26 (base 11) |
Cunning | 72 (base 60) |
Resources
Life | -156/1023 |
Stamina | 0/249 |
Healing Factor | 1.1099022211821 |
Regeneration | 5.8269866612058 |
Speed
Mental | -1.1102230246252E-14% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 5 |
See Stealth | 43.713773486967 |
See Invisible | 49.713773486967 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 127 |
Accuracy | 62 |
Crit Chance | 39% |
APR | 33 |
Speed | 0.85 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 30 |
Crit Chance | 20% |
Speed | 1 |
Offense: Mind
Mindpower | 40 |
Crit Chance | 20% |
Speed | 1 |
Offense: Damage Bonus
Lightning | +28% |
Physical | +24% |
Nature | +53% |
Fire | +23% |
Arcane | +27% |
Mind | +9% |
All | 0% |
Offense: Damage Penetration
Cold | +45% |
All | +25% |
Defense: Base
Armour (hardiness) | 57 (63.594633868923%) |
Defense | 84 |
Ranged Defense | 86 |
Fatigue | 3.9238052216851 |
Physical Save | 36 |
Spell Save | 27 |
Mental Save | 41 |
Defense: Resistances
Acid | + 27%( 70%) |
Arcane | + 27%( 70%) |
Cold | + 21%( 70%) |
All | + 19%( 70%) |
Physical | + 29%( 70%) |
Darkness | + 24%( 70%) |
Light | + 26%( 70%) |
Temporal | + 29%( 70%) |
Mind | + 32%( 70%) |
Lightning | + 61%( 70%) |
Fire | + 59%( 70%) |
Nature | + 55%( 70%) |
Defense: Immunities
Silence Resistance | 22% |
Bleed Resistance | 20% |
Confusion Resistance | 90% |
Instadeath Resistance | 100% |
Stun Resistance | 89% |
Poison Resistance | 40% |
Blind Resistance | 20% |
Inscriptions (4/5)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 299 damage for 5 turns. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 118 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Constitution stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 8 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 481% 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 Willpower stat. |
Class Talents
Cunning / Poisons | 2.30 |
| 4/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Tireless Combatant | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 2/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 1/5 |
| 3/5 |
| 0/5 |
Cunning / Called Shots | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 5/5 |
| 3/5 |
| 4/5 |
| 2/5 |
Generic Talents
Race / Dwarf | 1.00 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 5/5 |
| 4/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
| 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. 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 2 of Daikara. Escort: injured seer (level 2 of Daikara)As a reward you improved Magic by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved Dexterity by +5. | done |
You failed to protect the lost warrior from death by Glotira the crimson crystal. Escort: lost warrior (level 3 of Old Forest) | failed |
You failed to protect the repented thief from death by Eluthra the red crystal. Escort: repented thief (level 2 of Old Forest) | failed |
You successfully escorted the temporal explorer to the recall portal on level 1 of Daikara. Escort: temporal explorer (level 1 of Daikara)As a reward you improved Magic by +5. | done |
Your escape from Reknor got your heart pounding and your desire for wealth and power increased tenfold. From bellow, it devoursMaybe it is time for you to start an adventurer's career. Deep below the Iron Throne mountains lies the Deep Bellow. It has been long sealed away but still, from time to time adventurers go there looking for wealth. None that you know of has come back yet, but you did survive Reknor. You are great. | 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 were part of a group of dwarves sent to investigate the situation of the kingdom of Reknor. Reknor is lost!When you arrived there you found nothing but orcs, well organized and very powerful. Most of your team was killed there and now you and Norgan (the sole survivor besides you) must hurry back to the Iron Council to bring the news. Let nothing stop you. | 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. The fortress's current energy level is: 15. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed vial of wight ectoplasm. * You've found the needed length of troll intestine. * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed pouch of faeros ash. * You've found the needed skeleton mage skull. * You've found the needed ice wyrm tooth. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed vial of elder vampire blood. * You've found the needed warg claw. * You've found the needed sandworm tooth. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * '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.' * '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.' * You've found the needed black mamba head. | 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 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 | Elumilaith the Noonzeal (0 def, 3 armour) =Undeterred= Elumilaith the Noonzeal (0 def, 3 armour) =Undeterred=2.0 Encumbrance T3 feet armor [Random Unique] Arcane/Psionic While equipped: Stats +4 Cun +6 Wil offense ------ When Hit 6 light defense ------ Armor +3 Resistance +9% light +6% fire Physical save +16 (+7 eff.) Spell save +15 (+8 eff.) Mind save +14 (+4 eff.) Silence Resist +22% Confus Resist +30% Stun Resist +20% A pair of boots made of leather. |
Quiver | sentry's pouch of voratun shots of annihilation (40/43, 62-75 power, 21 apr) sentry's pouch of voratun shots of annihilation (40/43, 62-75 power, 21 apr)3.0 Encumbrance T5 shot ammo [Ego++] Arcane/Master Weapon Damage 62.5 - 75.0 Physical Uses 50% Cun, 70% Dex Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +21 Critical Rate +12.0% Capacity 43 Auto Reload 2 Projectile Speed +200% Shots are used with slings to pummel your foes to death. |
Light source | bright brass lantern of health bright brass lantern of health2.0 Encumbrance T1 lite [Ego] Nature/Master While equipped: defense ------ Life +45.00 other ------- Light +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | rough leather cap 'Vileedge' (10 def, 4 armour) rough leather cap 'Vileedge' (10 def, 4 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: offense ------ On-Hit (Melee): * 10% chance to slow global speed by 53% defense ------ Armor +4 Defense +10 (+2 eff.) Fatigue +1% Resistance +2% physical Life +60.00 Cut Resist +20% other ------- Infravision +1 A cap made of leather. |
On hands | Hurahell (10 def, 2 armour) Hurahell (10 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Nature While equipped: Stats +5 Dex +2 Mag offense ------ On-Hit 8 fire Damage +8% fire defense ------ Armor +2 Defense +10 (+2 eff.) Fatigue +3% Resistance +34% fire Confus Resist +20% other ------- See Invisibility +6 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Tool | Betylramina [power 2] (21 cooldown) Betylramina [power 2] (21 cooldown)2.0 Encumbrance T2 torque charm [Random Unique] Psionic While equipped: offense ------ Damage +12% arcane When Hit 4 blight defense ------ Resistance +5% arcane Remove 1 confusion or silence effect and prevent the application of 2 detrimental mental effects for 5 turns Puts all charms on 21 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. 100% to increase all damage by 12% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | Heatoracle Heatoracle0.1 Encumbrance T1 ring jewelry [Rare] Master While equipped: offense ------ Damage +15% arcane +6% fire Ignore resists +20% cold When Hit 4 fire defense ------ Resistance +5% arcane Life Regen +3.00 Stun Resist +24% Rings make your fingers look great! |
On fingers | steel ring 'Ivylle' steel ring 'Ivylle'0.1 Encumbrance T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +1 Str +5 Wil +5 Cun offense ------ Critical power +5.00% Physical Power +12 (+5 eff.) Spellpower +7 (+3 eff.) Mindpower +13 (+4 eff.) Ignore Armor +3 defense ------ Life Regen +2.00 Stun Resist +25% Rings make your fingers look great! |
Around neck | Brightmaim Brightmaim0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: offense ------ When Hit 4 fire defense ------ Resistance +13% mind Physical save +9 (+4 eff.) Unlife -80.00 life Blind Resist +20% Disease Resist +20% Confus Resist +30% Stun Resist +20% Amulets make your neck look great! |
In main hand | Eldoral Last Resort Eldoral Last Resort4.0 Encumbrance T3 sling 1H weapon [Unique] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 118% Range +10 While equipped: Stats +3 Cun +4 Dex offense ------ Damage +15% physical other ------- Cooldown Swift Shot -1 Hurricane Shot -2 When dropping below 30% max HP, you gain 20% attack speed, lose 100% fatigue, and your shots don't consume ammo for 5 turns. 30 turns cd. A sling with an inscription on its handle: 'May the wielder be granted cunning in his fight against the darkness'. |
Around waist | Lisemissra =def/health/crit= Lisemissra =def/health/crit=1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: Stats +1 Wil offense ------ Physical Crit +6.0% Damage +6% physical Ignore Armor +2 defense ------ Armor +8 Defense +20 (+4 eff.) Life +50.00 other ------- Stamina/turn +1.00 Light +3 A belt that goes around your waist. |
In off hand | Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block) Piercing Gaze (5 def, 25 armour, 40-48 power, 180 block)7.0 Encumbrance T4 shield armor [Unique] Arcane When used to Attack: Weapon Damage 40.0 - 48.0 Physical Uses 100% Str Accuracy Bonus +2.0% proc damage (max 200%) Critical Rate +5.0% Block +180 While equipped: offense ------ On shield block: * 30% chance of petrifying the attacker. defense ------ Armor +25 Defense +5 (+1 eff.) Ranged Defense +10 (+2 eff.) Fatigue +12% Resistance +10% acid +10% physical +10% lightning +10% fire other ------- Talents +1 Block On block: 30% chance of petrifying the attacker. This gigantic shield has a stone eye embedded in it. |
Cloak | linen cloak 'Brodedomas' (17 def, 0 armour) linen cloak 'Brodedomas' (17 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: offense ------ Physical Crit +2.0% Damage +3% physical defense ------ Defense +17 (+3 eff.) Resistance +3% mind Physical save +15 (+6 eff.) other ------- Stamina/turn +2.00 Max stamina +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Flarepassion (0 def, 0 armour) Flarepassion (0 def, 0 armour)2.0 Encumbrance T5 cloth armor [Random Unique] Nature While equipped: Stats +10 Con offense ------ Damage +28% lightning +9% fire +53% nature +9% mind On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +42% lightning +12% temporal +6% darkness +3% cold +45% nature +15% all Poison Resist +40% Disease Resist +46% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
regeneration infusion of the sneak (heal 547; 15 cd) regeneration infusion of the sneak (heal 547; 15 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 15 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 547 life over 5 turns. Its effects scale with your Cunning stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 336; 13 cd) regeneration infusion of the wizard (heal 336; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 336 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Mirror Image Rune (dur 6; cd 24) Mirror Image Rune (dur 6; cd 24)0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Cooldown: 24 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 274; dur 5; cd 17) shielding rune (absorb 274; dur 5; cd 17)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 274 damage for 5 turns. 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 |
copper amulet 'Voidblood' copper amulet 'Voidblood'0.1 Encumbrance T1 amulet jewelry [Rare] Nature While equipped: offense ------ Ignore resists +10% physical On-Hit (Melee): * 10% chance to reduce damage dealt by 21% defense ------ Resistance +2% physical +11% cold +10% fire Amulets make your neck look great! |
Frostqueller =def= Frostqueller =def=0.1 Encumbrance T2 amulet jewelry [Rare] Nature While equipped: Stats +11 Con offense ------ Damage +9% cold Accuracy +20 (+5 eff.) defense ------ Defense +30 (+6 eff.) other ------- Stamina/turn +2.00 Amulets make your neck look great! |
grounding steel amulet of constitution (+3) grounding steel amulet of constitution (+3)0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +10% lightning Stun Resist +22% Amulets make your neck look great! |
copper ring of life copper ring of life0.1 Encumbrance T1 ring jewelry [Ego+] Nature While equipped: defense ------ Life +42.00 Life Regen +6.00 Healmod +11% Rings make your fingers look great! |
steel ring of luminosity =mag= steel ring of luminosity =mag=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ On-Hit 11 light On-Ranged-Hit 13 light Damage +10% light Rings make your fingers look great! |
elven-wood vilestaff of breaching (25-30 power, 5 apr, blight element) elven-wood vilestaff of breaching (25-30 power, 5 apr, blight element)5.0 Encumbrance T4 staff 2H weapon Reqs Mag 35 [Ego+] Arcane Weapon Damage 25.0 - 30.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +5 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Spellpower +12 (+6 eff.) Damage +25% blight Ignore resists +12% blight other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
truestriking stralite battleaxe of torment (42-63 power, 3 apr) truestriking stralite battleaxe of torment (42-63 power, 3 apr)3.0 Encumbrance T4 battleaxe 2H weapon Reqs Str 35 [Ego++] Master/Psionic Weapon Damage 42.0 - 63.0 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +3 Critical Rate +7.5% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns While equipped: offense ------ Ignore resists +13% physical Accuracy +9 (+2 eff.) Ignore Armor +13 Massive two-handed battleaxes. |
chilling steel greatsword of massacre (35-56 power, 2 apr) chilling steel greatsword of massacre (35-56 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Arcane/Master Weapon Damage 35.0 - 56.0 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% On-hit +13 cold Massive two-handed swords. |
hateful dwarven-steel greatsword of erosion (36-58 power, 2 apr) hateful dwarven-steel greatsword of erosion (36-58 power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon Reqs Str 24 [Ego] Nature/Psionic Weapon Damage 36.0 - 57.6 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +12 nature +12 darkness Damage Against +14% Living Massive two-handed swords. |
slime-covered stralite greatsword of erosion (46-74 power, 3 apr) slime-covered stralite greatsword of erosion (46-74 power, 3 apr)3.0 Encumbrance T4 greatsword 2H weapon Reqs Str 35 [Ego] Nature/Disrupt Weapon Damage 46.5 - 74.4 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +4.5% Attack Speed 100% On-hit +19 nature On Hit: * 13% chance to slow global speed by 53% Massive two-handed swords. |
quick dwarven-steel waraxe (20-27 power, 4 apr) quick dwarven-steel waraxe (20-27 power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon Reqs Str 24 [Ego+] Master Weapon Damage 19.5 - 27.3 Physical Uses 100% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% While equipped: Stats +5 Dex offense ------ Combat Speed +10% Accuracy +15 (+3 eff.) One-handed war axes. |
blooming thorny mindstar of sand (8-8 power, 24 apr, mind damage) blooming thorny mindstar of sand (8-8 power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego+] Nature Weapon Damage 7.5 - 8.2 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+2 eff.) On-Hit 8 physical Damage +7% physical Ignore resists +7% physical defense ------ Resistance +6% physical Healmod +15% Heal-on-summon +22 other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
caller's pulsing mindstar of clarity (13-14 power, 32 apr, mind damage) caller's pulsing mindstar of clarity (13-14 power, 32 apr, mind damage)3.0 Encumbrance T4 mindstar 1H weapon Reqs Wil 35 [Ego+] Nature/Psionic Weapon Damage 13.0 - 14.3 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +32 Critical Rate +4.5% Attack Speed 100% While equipped: offense ------ Mind Crit +4% Mindpower +8 (+2 eff.) Damage +9% acid +10% fire +10% cold +9% physical Ignore resists +6% acid +3% fire +4% cold +6% physical defense ------ Mind save +6 (+2 eff.) Heal-on-summon +15 other ------- Max psi +16.00 Max Summons +2 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
ash longbow 'Woekill' ash longbow 'Woekill'4.0 Encumbrance T2 longbow 2H weapon [Rare] Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-Hit, radius 1 +12 darkness While equipped: Stats +8 Wil +2 Con offense ------ Physical Crit +3.0% Damage +21% darkness Ignore resists +15% darkness +20% nature Accuracy +12 (+3 eff.) Longbows are used to shoot arrows at your foes. |
halfling hardened leather sling of cunning (+4) halfling hardened leather sling of cunning (+4)4.0 Encumbrance T3 sling 1H weapon [Ego+] Master Mastery Sling Supremacy Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +8 While equipped: Stats +4 Cun offense ------ Damage +8% physical Ignore resists +6% physical other ------- Cooldown Fragmentation Shot -2 Pin Down -1 Slings are used to hurl stones or metal shots at your foes. |
ancient cashmere robe (0 def, 0 armour) ancient cashmere robe (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Damage +11% temporal +11% physical Ignore resists +9% temporal +7% physical defense ------ Resistance +11% all Anomaly Control +10 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing cashmere robe of lightning (+22%) (0 def, 0 armour) =mag= focusing cashmere robe of lightning (+22%) (0 def, 0 armour) =mag=2.0 Encumbrance T3 cloth armor [Ego] Nature/Psionic While equipped: Stats +6 Mag +5 Wil offense ------ Damage +15% lightning defense ------ Resistance +22% lightning +11% all other ------- Mana/turn +0.11 Psi/turn +0.13 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of the mountain (+17%) (0 def, 0 armour) mindwoven silk robe of the mountain (+17%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +5 (+1 eff.) Damage +17% physical defense ------ Resistance +13% all +17% physical Mind save +15 (+5 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
slimy silk robe of corrosion (+24%) (0 def, 0 armour) slimy silk robe of corrosion (+24%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Nature/Disrupt While equipped: offense ------ Damage +16% acid When Hit: * 6% chance to slow global speed by 53% * 5 arcane resource burn defense ------ Resistance +24% acid +13% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
enlightening dwarven-steel mail armour (3 def, 8 armour) enlightening dwarven-steel mail armour (3 def, 8 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Psionic While equipped: Stats +5 Cun +5 Wil defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Mind save +16 (+5 eff.) A suit of armour made of mail. |
impenetrable dwarven-steel mail armour of command (10 def, 21 armour) impenetrable dwarven-steel mail armour of command (10 def, 21 armour)14.0 Encumbrance T3 heavy armor Reqs - Heavy armour training Str 28 [Ego+] Master/Psionic While equipped: Stats +1 Cun defense ------ Armor +21 Defense +10 (+2 eff.) Fatigue +12% Mind save +15 (+5 eff.) A suit of armour made of mail. |
noble's rough leather belt of unlife =unlife= noble's rough leather belt of unlife =unlife=1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +19% Summoned defense ------ Resistance +5% blight Resist Against +16% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
rough leather belt 'Goryrabers' =mag= rough leather belt 'Goryrabers' =mag=1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: Stats +1 Mag +6 Cun +4 Con offense ------ Mindpower +3 (+1 eff.) Damage +3% mind defense ------ Crit Resistance 10.00% Physical save +6 (+3 eff.) A belt that goes around your waist. |
cashmere cloak 'Motir' (2 def, 0 armour) =mag= cashmere cloak 'Motir' (2 def, 0 armour) =mag=2.0 Encumbrance T3 cloak armor [Rare] Arcane While equipped: Stats +6 Mag +3 Wil offense ------ Spell Crit +9% defense ------ Defense +2 (+0 eff.) Resistance +5% arcane +2% physical Spell save +18 (+9 eff.) other ------- Max mana +40.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
thick cashmere cloak of the Shaloren (2 def, 8 armour) thick cashmere cloak of the Shaloren (2 def, 8 armour)2.0 Encumbrance T3 cloak armor [Ego] Arcane/Master While equipped: Stats +2 Mag +2 Wil defense ------ Armor +8 Defense +2 (+0 eff.) Resistance +13% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
pair of rough leather boots 'Gloryvena' (0 def, 1 armour) =mag= pair of rough leather boots 'Gloryvena' (0 def, 1 armour) =mag=2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +2 Str +3 Mag +3 Wil +2 Con defense ------ Armor +1 Resistance +6% blight +5% arcane Rush: Puts all charms on 21 turn cooldown Effective talent level: 2.0 Power cost 21 out of 25/25. Range 7 Cooldown: 30 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
fleetfooted pair of hardened leather boots of phasing (9 def, 3 armour) fleetfooted pair of hardened leather boots of phasing (9 def, 3 armour)2.0 Encumbrance T3 feet armor [Ego++] Arcane/Master While equipped: Stats +5 Dex +3 Mag +2 Wil defense ------ Armor +3 Defense +9 (+1 eff.) Blink to a nearby random location (rad 10) Puts all charms on 21 turn cooldown A pair of boots made of leather. |
Aerira (0 def, 3 armour) Aerira (0 def, 3 armour)1.0 Encumbrance T4 hands armor [Random Unique] Nature/Psionic While equipped: offense ------ Mindpower +8 (+2 eff.) On-Hit 11 fire 24 darkness 25 mind Damage +7% fire +10% mind +12% arcane On-Hit (Melee): * 18% chance to reduce all saves and defense by 26 defense ------ Armor +3 Resistance +7% mind +8% fire Mind save -15 (-7 eff.) other ------- Mana/turn +0.24 Mana-on-crit +2.00 Vim-on-crit +1.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Ruined Earth: Puts all charms on 17 turn cooldown Effective talent level: 3.0 Power cost 17 out of 20/20. Range 5 Cooldown: 30 Travel.spd instantaneous Is: a mind power Description: Curse the earth around you in a radius of 5 for 6 turns. Any who stand upon it are weakened, reducing the damage they inflict by 38% Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Duskwish the cashmere wizard hat (2 def, 0 armour) Duskwish the cashmere wizard hat (2 def, 0 armour)2.0 Encumbrance T3 head armor [Random Unique] Arcane/Psionic While equipped: Stats +10 Cun +10 Wil offense ------ Mindpower +8 (+2 eff.) Damage +9% darkness +13% temporal Ignore resists +15% lightning When Hit 6 darkness defense ------ Defense +2 (+0 eff.) Resistance +9% darkness +13% temporal A pointy cloth hat, very wizardly... |
Blasthash the rough leather cap (0 def, 1 armour) =str= Blasthash the rough leather cap (0 def, 1 armour) =str=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +7 Str +2 Mag offense ------ Ignore resists +10% mind defense ------ Armor +1 Fatigue +1% Resistance +6% lightning other ------- Light +3 Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 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 40.9 Physical damage. If the attack hits, the target is confused (42% 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. |
Carriongasher (0 def, 1 armour) =mag= Carriongasher (0 def, 1 armour) =mag=2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Cun +4 Mag offense ------ Damage +3% nature Ignore resists +5% nature defense ------ Armor +1 Fatigue +1% Resistance +3% nature +7% cold other ------- See Invisibility +3 Breathe water A cap made of leather. |
dwarven-steel helm of the bounder (0 def, 4 armour) dwarven-steel helm of the bounder (0 def, 4 armour)3.0 Encumbrance T3 head armor [Ego+] Master While equipped: Stats +6 Str +6 Dex defense ------ Armor +4 Fatigue +4% Skullcracker: Puts all charms on 17 turn cooldown Effective talent level: 3.0 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 40.9 Physical damage. If the attack hits, the target is confused (42% 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 large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
8 agate 8 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
9 spinel 9 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+0 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
10 ametrine 10 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
12 citrine 12 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
10 zircon 10 zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
6 aquamarine 6 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+0 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+1 eff.) Item imbue powers: Defense +4 (+0 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. |
10 amethyst 10 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. |
3 onyx 3 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 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
5 quartz 5 quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
sapphire sapphire0.0 Encumbrance T4 blue gem [Normal] While equipped: Defense +8 (+1 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Item imbue powers: Defense +8 (+1 eff.) Physical save +8 (+4 eff.) Spell save +8 (+4 eff.) Mind save +8 (+2 eff.) Latent Damage Type: Lightning 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. |
514 alchemist agate 514 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Ce'Nirinne =mag= Ce'Nirinne =mag=2.0 Encumbrance T1 lite [Rare] Arcane While equipped: Stats +3 Str +3 Mag +1 Wil offense ------ When Hit 10 fire On-Hit (Melee): * 10% chance to reduce armor by 27% defense ------ Defense +10 (+2 eff.) Resistance +6% fire other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Tooth of the Mouth (dig speed 12 turns) Tooth of the Mouth (dig speed 12 turns)3.0 Encumbrance T1 digger tool [Unique] Unknown While equipped: offense ------ Damage +5% blight Ignore Armor +15 When Hit 10 draining blight While carried: other ------- Talents +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
crystalomancer's iron pickaxe (dig speed 36 turns) crystalomancer's iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% other ------- Max mana +20.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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. |
Forbidden Tome: "The Illusory Castle" Forbidden Tome: "The Illusory Castle"2.0 Encumbrance forbidden tome [Unique] Unknown Read the book. The tome in front of you seems to be as much made of dreamstuff as it is from leather and parchment. Crystalline shards dance underneath its surface, giving you an impression of a world altering itself to the tune of some indiscernable logic. |
Achievements
By Zenslings the Dwarf Skirmisher level 34
10th Steel 123rd year of Ascendancy at 12:13 see stats
By Zenslings the Dwarf Skirmisher level 20
34th Dearth 122nd year of Ascendancy at 06:13 see stats
By Zenslings the Dwarf Skirmisher level 33
3rd Steel 123rd year of Ascendancy at 11:02 see stats
By Zenslings the Dwarf Skirmisher level 32
30th Iron 123rd year of Ascendancy at 04:35 see stats
By Zenslings the Dwarf Skirmisher level 23
11st Loss 122nd year of Ascendancy at 08:58 see stats
By Zenslings the Dwarf Skirmisher level 24
23rd Loss 122nd year of Ascendancy at 23:44 see stats
By Zenslings the Dwarf Skirmisher level 34
10th Steel 123rd year of Ascendancy at 11:33 see stats
By Zenslings the Dwarf Skirmisher level 10
31st Voratun 122nd year of Ascendancy at 20:38 see stats
By Zenslings the Dwarf Skirmisher level 20
21st Dearth 122nd year of Ascendancy at 05:32 see stats
By Zenslings the Dwarf Skirmisher level 30
29th Shortage 122nd year of Ascendancy at 17:48 see stats
By Zenslings the Dwarf Skirmisher level 22
7th Loss 122nd year of Ascendancy at 23:29 see stats
By Zenslings the Dwarf Skirmisher level 21
1st Loss 122nd year of Ascendancy at 17:45 see stats
By Zenslings the Dwarf Skirmisher level 6
18th Voratun 122nd year of Ascendancy at 22:45 see stats
By Zenslings the Dwarf Skirmisher level 34
10th Steel 123rd year of Ascendancy at 12:13 see stats
By Zenslings the Dwarf Skirmisher level 10
1st Acquisition 122nd year of Ascendancy at 18:03 see stats
By Zenslings the Dwarf Skirmisher level 34
10th Steel 123rd year of Ascendancy at 12:13 see stats
By Zenslings the Dwarf Skirmisher level 30
29th Shortage 122nd year of Ascendancy at 23:50 see stats
By Zenslings the Dwarf Skirmisher level 19
16th Dearth 122nd year of Ascendancy at 06:05 see stats
By Zenslings the Dwarf Skirmisher level 24
12nd Loss 122nd year of Ascendancy at 02:15 see stats
By Zenslings the Dwarf Skirmisher level 18
15th Wealth 122nd year of Ascendancy at 09:31 see stats
Log
Something hits Zenslings for (3 flat reduction), 0 arcane (0 total damage).
--------------------------------
Zenslings shoots!
Velothra the Guardian casts Manathrust.
Velothra the Guardian hits Zenslings for (30 flat reduction), 101 arcane (101 total damage).
Velothra the Guardian starts to bleed.
Velothra the Guardian teleports some damage to Zenslings!
Zenslings's Swift Shot hits Velothra the Guardian for (117 teleported), 0 physical (0 total damage).
Zenslings's Swift Shot hits Zenslings for 117 teleported damage.
Velothra the Guardian teleports some damage to Zenslings!
Bleeding from Zenslings hits Velothra the Guardian for (29 teleported), 0 physical (0 total damage).
Bleeding from Zenslings hits Zenslings for 29 teleported damage.
--------------------------------
You cannot go into the wilds with the following effects: Pacification Hex, Burning Hex, Empathic Hex, Soul Leech
Zenslings uses Noggin Knocker.
Something hits Zenslings for (14 flat reduction), 0 fire (0 total damage).
Zenslings's Noggin Knocker performs a ranged critical strike against Velothra the Guardian!
Velothra the Guardian is stunned!
Velothra the Guardian is magically poisoned!
Velothra the Guardian resists the vile poison!
Zenslings's Noggin Knocker performs a ranged critical strike against Velothra the Guardian!
Velothra the Guardian is poisoned!
Velothra the Guardian teleports some damage to Zenslings!
Zenslings's Noggin Knocker hits Velothra the Guardian for (91 teleported), 0 physical (0 total damage).
Zenslings's Noggin Knocker hits Zenslings for 91 teleported damage.
Zenslings's Noggin Knocker hits Velothra the Guardian for (89 teleported), 0 physical (0 total damage).
Zenslings's Noggin Knocker hits Zenslings for 89 teleported damage.
Zenslings the level 34 dwarf skirmisher was battered to death by himself (the fool) on level 1 of Ruined Dungeon.