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! 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:
More Mastery 1.3.1Increases the mastery value increase to 0.4, and removes the 1 increase limit. 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. 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:
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: 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 | Normal Adventure |
Sex | Female |
Race | Shalore |
Class | Shadowblade |
Level / Exp | 16 / 87% |
Size | medium |
Lifes / Deaths | Killed by Islykira the vampire lord at level 15 on the 44th Haze 122nd year of Ascendancy at 06:43 0 / 6Killed by Islykira the vampire lord at level 15 on the 44th Haze 122nd year of Ascendancy at 08:24 Killed by worm that walks at level 15 on the 45th Haze 122nd year of Ascendancy at 04:04 Killed by Layura the Guard at level 16 on the 47th Haze 122nd year of Ascendancy at 15:12 Killed by Layura the Guard at level 16 on the 47th Haze 122nd year of Ascendancy at 16:40 Killed by Bandit Leader Lisyth at level 16 on the 47th Haze 122nd year of Ascendancy at 20:20 |
Primary Stats
Strength | 13 (base 15) |
Dexterity | 40 (base 28) |
Constitution | 14 (base 10) |
Magic | 34 (base 14) |
Willpower | 20 (base 11) |
Cunning | 50 (base 39) |
Resources
Life | -15/368 |
Mana | 185/265 |
Stamina | 169/182 |
Healing Factor | 1.0372895330003 |
Regeneration | 0.25932238325008 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +15% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 5 |
Infravision | 5 |
See Stealth | 33.595095619122 |
See Invisible | 33.595095619122 |
Offense: Mainhand
Damage | 46 |
Accuracy | 44 |
Crit Chance | 36% |
APR | 14 |
Speed | 1.00 |
Offense: Offhand
Damage | 34 |
Accuracy | 44 |
Crit Chance | 39% |
APR | 14 |
Speed | 1.00 |
Offense: Spell
Spellpower | 40 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 18% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +15% |
Light | +22% |
Temporal | +3% |
Mind | +6% |
Cold | +29% |
Nature | +5% |
Offense: Damage Penetration
Darkness | +10% |
Temporal | +10% |
Nature | +15% |
Mind | +5% |
Cold | +8% |
All | 0% |
Defense: Base
Armour (hardiness) | 2 (51.69962066283%) |
Defense | 43 |
Ranged Defense | 43 |
Fatigue | 0 |
Physical Save | 26 |
Spell Save | 21 |
Mental Save | 22 |
Defense: Resistances
Nature | + 16%( 70%) |
Darkness | + 35%( 70%) |
Light | + 21%( 70%) |
Cold | + 40%( 70%) |
Blight | + 16%( 70%) |
Mind | + 15%( 70%) |
Fire | + 16%( 70%) |
All | + 7%( 70%) |
Defense: Immunities
Pinning Resistance | 26% |
Instadeath Resistance | 100% |
Disarm Resistance | 21% |
Poison Resistance | 20% |
Knockback Resistance | 22% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 17 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 306 damage for 5 turns. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 16 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 61 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: PrismaticUse mode: Activated Range: melee/personal Cooldown: 18 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Won't Break Stealth: 100% Is: a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 acid, 5 temporal, 5 blight, 3 mind, 4 physical |
Class Talents
Technique / Duelist | 1.00 |
| 5/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Stealth | 1.30 |
| 5/5 |
| 3/5 |
| 2/5 |
| 0/5 |
Technique / Dual techniques | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Phantasm | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Ambush | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Shadow magic | 1.30 |
| 1/5 |
| 5/5 |
| 0/5 |
| 0/5 |
Cunning / Dirty fighting | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Mobility | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Spell / Conveyance | 1.00 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Lethality | 1.30 |
| 5/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 3/5 |
| 3/5 |
| 0/5 |
| 1/5 |
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 |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Old Forest. Escort: lone alchemist (level 1 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 1 of Ruins of Kor'Pul. Escort: lone alchemist (level 1 of Ruins of Kor'Pul)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You must explore the Sandworm Lair and find out what lurks there and what treasures are to be gained! * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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. | 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 AlchemistsAgrimley 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.' * 'Needed: one snow giant kidney. I suggest not killing the snow giant by impaling it through the kidneys. You'll just have to find another.' * You've found the needed honey tree root. | active |
Equipment
On feet | miner's pair of rough leather boots of tirelessness (0 def, 2 armour) miner's pair of rough leather boots of tirelessness (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +2 other ------- Stamina/turn +0.40 Max stamina +12.00 Infravision +1 A pair of boots made of leather. |
Quiver | Hornet Stingers (20/20, 18-25 power, 10 apr) Hornet Stingers (20/20, 18-25 power, 10 apr)3.0 Encumbrance T2 arrow ammo [Unique] Nature Weapon Damage 18.0 - 25.2 Physical Uses 50% Str, 70% Dex Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +5.0% Capacity 20 On Hit: * afflicts the target with a poison dealing 20 damage per turn and causing actions to fail 20% of the time for 6 turns A vile poison drips from the tips of these arrows. |
Light source | brass lantern 'Phlegmminister' brass lantern 'Phlegmminister'2.0 Encumbrance T1 lite [Rare] Master While equipped: offense ------ Physical Crit +1.0% Critical power +10.00% Ignore resists +15% nature When Hit 4 acid defense ------ Physical save +3 (+1 eff.) other ------- Light +5 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 | stabilizing linen wizard hat of light (+15%) (1 def, 0 armour) stabilizing linen wizard hat of light (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane/Master While equipped: Stats +2 Wil offense ------ Damage +10% light defense ------ Defense +1 (+1 eff.) Resistance +15% light Physical save +6 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | Sludgegrip (0 def, 0 armour) Sludgegrip (0 def, 0 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +4 Cun +4 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% nature defense ------ Resistance +10% nature Poison Resist +20% other ------- Masteries +0.20 Wild-gift/Slime Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves are coated with a thick, green liquid. |
Tool | supercharged elm totem of healing [power 140] (20 cooldown) supercharged elm totem of healing [power 140] (20 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 20 turn cooldown Natural totems are made by powerful wilders to store nature power. |
On fingers | Modur the Hazelash Modur the Hazelash0.1 Encumbrance T2 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Con offense ------ Damage +3% temporal +19% cold Ignore resists +10% temporal defense ------ Resistance +20% cold Physical save +8 (+4 eff.) Life +23.00 Disarm Resist +21% Pinning Resist +26% Knockbk Resist +22% Rings make your fingers look great! |
On fingers | wizard's copper ring of darkness (+20%) wizard's copper ring of darkness (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Arcane While equipped: Stats +2 Mag offense ------ Damage +10% darkness defense ------ Resistance +20% darkness Spell save +4 (+2 eff.) Rings make your fingers look great! |
Around neck | gold amulet of manastreaming gold amulet of manastreaming0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +2 other ------- Mana/turn +0.18 Max mana +25.00 Amulets make your neck look great! |
In main hand | Umbral Razor (25-32 power, 10 apr) Umbral Razor (25-32 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 25.0 - 32.5 Physical Uses 50% Cun, 50% Dex, 15% Mag Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +9.0% Attack Speed 100% Damage Conversion 50% darkness On Hit: * 20% chance to make the target bleed shadows. You heal for 15 whenever you hit an enemy bleeding shadows. While equipped: Stats +4 Cun +4 Mag offense ------ Damage +5% darkness Ignore resists +10% darkness defense ------ Resistance +10% darkness Stealth +10 Invoke Darkness: Effective talent level: 3.0 Power cost 20 out of 10/20. Range 10 Cooldown: 3 Travel.spd 2000% of base Is: necromancy and a spell Description: Conjures up a beam of darkness, doing 109.24 darkness damage. At level 5, the beam widens to hit foes on each side. The damage will increase with your Spellpower. This dagger seems to be formed of pure shadows, with a strange miasma surrounding it. |
Around waist | Glittertitan Glittertitan1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +12% light +6% mind Ignore resists +5% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Resistance +9% mind Life +50.00 A belt that goes around your waist. |
In off hand | Spellblaze Shard (20-26 power, 10 apr) Spellblaze Shard (20-26 power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon [Unique] Arcane Weapon Damage 20.0 - 26.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +12.0% Attack Speed 100% Lifesteal +6% On-hit +20 blight +20 fire While equipped: Stats +5 Mag defense ------ Resistance +10% blight +10% fire other ------- Talents +1 Virulent Disease This jagged crystal glows with an unnatural light. A strap of cloth is wrapped around one end, as a handle. |
Cloak | enveloping linen cloak of Eldoral (7 def, 0 armour) enveloping linen cloak of Eldoral (7 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master While equipped: Stats +2 Cun +1 Dex defense ------ Defense +7 (+3 eff.) Physical save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Silk Current (12 def, 0 armour) Silk Current (12 def, 0 armour)2.0 Encumbrance T1 cloth armor [Unique] Arcane While equipped: offense ------ Spellpower +5 (+2 eff.) Move Speed +15% Damage +10% cold Ignore resists +8% cold When Hit 10 cold defense ------ Defense +12 (+4 eff.) Resistance +7% all +15% cold other ------- Masteries +0.30 Spell/Glacial waste +0.30 Spell/Rime wraith +0.30 Spell/Water +0.30 Spell/Frost alchemy +0.30 Spell/Grave +0.30 Spell/Ice On Spell Hit: 5% Water Jet level 1 This deep blue robe flows and ripples as if pushed by an invisible tide. |
Inventory
movement infusion (speed 507%; cd 14) movement infusion (speed 507%; cd 14)0.1 Encumbrance infusion scroll [Normal] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 507% 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. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
starlit copper amulet of dexterity (+2) starlit copper amulet of dexterity (+2)0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: Stats +2 Dex defense ------ Resistance +13% light +11% darkness Blind Resist +21% Amulets make your neck look great! |
Feathersteel Amulet Feathersteel Amulet0.1 Encumbrance T2 amulet jewelry [Unique] Master While equipped: offense ------ Move Speed +25% defense ------ Defense +15 (+5 eff.) Fatigue -20% Slow Projectiles +15% other ------- Encumbrance +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
savior's steel amulet savior's steel amulet0.1 Encumbrance T2 amulet jewelry [Ego+] Master While equipped: defense ------ Physical save +12 (+6 eff.) Spell save +12 (+6 eff.) Mind save +12 (+6 eff.) Amulets make your neck look great! |
Mirror Shards Mirror Shards0.1 Encumbrance T3 amulet jewelry [Unique] Arcane While equipped: offense ------ Damage +12% light When Hit: * 30% chance to blind defense ------ Resistance +25% light other ------- Light +1 Create a reflective shield (50% reflection rate, 218 strength, based on Magic) for 5 turns. Uses 24 power out of 24/24 Said to have been created by a powerful mage after his home was destroyed by a mob following the Spellblaze. Though he fled, his possessions were crushed, burned, and smashed. When he returned to the ruins, he made this amulet from the remains of his shattered mirror. |
marksman's gold ring of frost (+24%) marksman's gold ring of frost (+24%)0.1 Encumbrance T3 ring jewelry [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ Damage +12% cold Accuracy +4 (+1 eff.) defense ------ Resistance +24% cold Rings make your fingers look great! |
ash magestaff (15-18 power, 3 apr, fire element) ash magestaff (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% fire other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
ash starstaff (15-18 power, 3 apr, light element) ash starstaff (15-18 power, 3 apr, light element)5.0 Encumbrance T2 staff 2H weapon [Normal] Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +2% Spellpower +6 (+2 eff.) Damage +15% light other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
cruel ash magestaff of fate (15-18 power, 3 apr, fire element) cruel ash magestaff of fate (15-18 power, 3 apr, fire element)5.0 Encumbrance T2 staff 2H weapon [Ego] Arcane/Master Weapon Damage 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Spell Crit +12% Critical power +12.00% Spellpower +6 (+2 eff.) Damage +15% fire defense ------ Physical save +7 (+3 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Wintergrinder the steel battleaxe (18-28 power, 2 apr) Wintergrinder the steel battleaxe (18-28 power, 2 apr)3.0 Encumbrance T2 battleaxe 2H weapon Reqs Str 16 [Random Unique] Arcane Weapon Damage 18.5 - 27.8 Physical Uses 120% Str Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +5.0% Attack Speed 100% On-hit +10 blight On-Hit, radius 1 +7 fire +8 arcane +8 cold On Hit: 20% Epidemic level 2 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 21 On Critical: * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: offense ------ Damage +6% arcane Ignore resists +15% cold When Hit 2 cold defense ------ Disease Resist +20% Massive two-handed battleaxes. |
balanced steel greatmaul of massacre (35-52 power, 2 apr) balanced steel greatmaul of massacre (35-52 power, 2 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 35.0 - 52.5 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +1.0% Attack Speed 100% While equipped: offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +9 (+3 eff.) Disarm Resist +36% Massive two-handed mauls. |
chilling steel greatmaul of phasing (30-45 power, 9 apr) chilling steel greatmaul of phasing (30-45 power, 9 apr)5.0 Encumbrance T2 greatmaul 2H weapon Reqs Str 16 [Ego] Arcane Weapon Damage 30.0 - 45.0 Physical Uses 120% Str Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +9 Critical Rate +1.0% Attack Speed 100% Ignore Shields +16% On-hit +10 cold Massive two-handed mauls. |
steel greatsword of massacre (30-47 power, 2 apr) steel greatsword of massacre (30-47 power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Master Weapon Damage 29.5 - 47.2 Physical Uses 120% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% Massive two-handed swords. |
Yarygonik the Tundraveil (13-18 power, 2 apr) Yarygonik the Tundraveil (13-18 power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Rare] Master Weapon Damage 13.0 - 18.2 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +2 Str +1 Wil offense ------ Physical Crit +6.0% Ignore resists +20% mind On-Hit (Melee): * 20% chance to reduce all saves and defense by 19 defense ------ Resistance +15% cold Sharp, long, and deadly. |
acidic steel longsword of crippling (17-24 power, 3 apr) acidic steel longsword of crippling (17-24 power, 3 apr)3.0 Encumbrance T2 longsword 1H weapon Reqs Str 16 [Ego+] Arcane/Master Weapon Damage 17.0 - 23.8 Physical Uses 100% Str Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +3 Critical Rate +3.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% * Splash the target with acid dealing 116 damage over 5 turns and reducing armor and accuracy by 15 While equipped: offense ------ Physical Crit +5.0% Sharp, long, and deadly. |
Unerring Scalpel (15-20 power, 25 apr) Unerring Scalpel (15-20 power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 15.0 - 19.5 Physical Uses 45% Cun, 55% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+7 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
elemental iron dagger of crippling (10-13 power, 5 apr) elemental iron dagger of crippling (10-13 power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 10.0 - 13.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * Create an explosion dealing 69 cold damage (1/turn) On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Damage +6% cold Ignore resists +5% cold Sharp, short and deadly. |
chilling steel dagger of massacre (16-21 power, 6 apr) chilling steel dagger of massacre (16-21 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 16.5 - 21.4 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
hateful steel dagger of massacre (19-25 power, 6 apr) hateful steel dagger of massacre (19-25 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Master/Psionic Weapon Damage 19.0 - 24.7 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 darkness Damage Against +7% Living Sharp, short and deadly. |
plaguebringer's steel dagger of crippling (12-15 power, 6 apr) plaguebringer's steel dagger of crippling (12-15 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego++] Arcane/Master Weapon Damage 11.5 - 15.0 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 blight On Hit: 20% Epidemic level 2 On Hit: * 7% chance to reduce strength, dexterity, and constitution by 21 On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% defense ------ Disease Resist +16% Sharp, short and deadly. |
steel dagger (13-17 power, 6 apr) steel dagger (13-17 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Normal] Weapon Damage 13.0 - 16.9 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% Sharp, short and deadly. |
steel dagger 'Hazepyre' (12-16 power, 6 apr) steel dagger 'Hazepyre' (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 12.0 - 15.6 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 light Damage Against +8% Undead On-Hit, radius 1 +4 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 69 damage On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +5.0% Damage +3% cold When Hit 8 mind defense ------ Resistance +6% cold Sharp, short and deadly. |
steel dagger of rage (12-16 power, 6 apr) steel dagger of rage (12-16 power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 12.5 - 16.2 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Damage +7% physical Accuracy +9 (+3 eff.) Sharp, short and deadly. |
chilling dwarven-steel dagger of massacre (27-35 power, 7 apr) chilling dwarven-steel dagger of massacre (27-35 power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane/Master Weapon Damage 27.0 - 35.1 Physical Uses 50% Cun, 50% Dex Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +5 cold Sharp, short and deadly. |
Woeravage the vined mindstar (5-6 power, 18 apr, mind damage) Woeravage the vined mindstar (5-6 power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon [Random Unique] Nature Weapon Damage 5.0 - 5.5 Mind Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% On-hit +4 arcane While equipped: offense ------ Mind Crit +2% Mindpower +7 (+3 eff.) Spellpower/crit +4 Ignore resists +5% darkness defense ------ Physical save +2 (+1 eff.) Spell save +3 (+1 eff.) Mind save +3 (+1 eff.) Life +12.00 Life Regen +0.70 Out-of-Phase Defense +10 Out-of-Phase Resistance +10% Out-of-Phase Resilience +10% other ------- EQ when Hit +0.70 Max mana +40.00 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. |
blooming vined mindstar (5-6 power, 18 apr, nature damage) blooming vined mindstar (5-6 power, 18 apr, nature damage)3.0 Encumbrance T2 mindstar 1H weapon [Ego] Nature Weapon Damage 5.0 - 5.5 Nature Uses 50% Wil, 30% Cun Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) defense ------ Healmod +10% Heal-on-summon +17 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. |
Stormlash (17-19 power, 7 apr) Stormlash (17-19 power, 7 apr)3.0 Encumbrance T1 whip 1H weapon [Unique] Arcane Weapon Damage 17.0 - 18.7 Physical Uses 100% Dex Mastery Exotic Weapons Mastery Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +7 Critical Rate +5.0% Attack Speed 125% Damage Conversion 50% dazing lightning On Critical: * Focus the lightning forces on an enemy While equipped: offense ------ Damage +10% lightning Accuracy +7 (+2 eff.) Strike an enemy within range 3 (for 100% weapon damage as lightning) and release a radius 1 burst of electricity dealing 16.78 to 50.33 lightning damage (based on Magic and Dexterity). Uses 10 power out of 10/10 This steel plated whip arcs with intense electricity. The force feels uncontrollable, explosive, powerful. |
mighty yew longbow of cold mighty yew longbow of cold4.0 Encumbrance T3 longbow 2H weapon Reqs Shoot [Ego] Arcane/Master Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +8 On-ranged-hit +11 cold While equipped: Stats +3 Str offense ------ Physical Power +12 (+6 eff.) Damage +23% cold Longbows are used to shoot arrows at your foes. |
blazebringer's cured leather sling blazebringer's cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-crit, radius 2 +5 fire While equipped: offense ------ Global Speed +3% Ignore resists +5% fire Slings are used to hurl stones or metal shots at your foes. |
mighty cured leather sling mighty cured leather sling4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego] Master Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 While equipped: Stats +2 Str offense ------ Physical Power +7 (+4 eff.) Slings are used to hurl stones or metal shots at your foes. |
stormbringer's cured leather sling of lightning stormbringer's cured leather sling of lightning4.0 Encumbrance T2 sling 1H weapon Reqs Shoot [Ego+] Arcane/Nature Accuracy Bonus +0.2% base damage (max 20%) Attack Speed 100% Range +7 On-ranged-hit +7 lightning On-crit, radius 2 +9 lightning +11 cold While equipped: offense ------ Move Speed +20% Damage +9% lightning Ignore resists +9% lightning +5% cold Slings are used to hurl stones or metal shots at your foes. |
barbed pouch of steel shots of daylight (14/19, 26-32 power, 2 apr) barbed pouch of steel shots of daylight (14/19, 26-32 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Arcane/Master Weapon Damage 26.5 - 31.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +11.5% Capacity 19 On-ranged-hit +8 light Damage Against +11% Undead On Critical: * Wound the target dealing 123 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
deadly pouch of steel shots (11/23, 29-35 power, 2 apr) deadly pouch of steel shots (11/23, 29-35 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Master Weapon Damage 29.0 - 34.8 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 23 Shots are used with slings to pummel your foes to death. |
pouch of steel shots of amnesia (14/19, 20-23 power, 2 apr) pouch of steel shots of amnesia (14/19, 20-23 power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego+] Psionic Weapon Damage 19.5 - 23.4 Physical Uses 50% Cun, 70% Dex Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 19 On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) Shots are used with slings to pummel your foes to death. |
Wrathroot's Barkwood (9 def, 10 armour, 60 block) Wrathroot's Barkwood (9 def, 10 armour, 60 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 25 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: defense ------ Armor +10 Defense +9 (+3 eff.) Fatigue +14% Resistance +20% cold +20% darkness +20% nature other ------- Talents +1 Block The barkwood of Wrathroot, made into roughly the shape of a shield. |
coruscating steel shield of mind resistance (+10%) (0 def, 4 armour, 39 block) coruscating steel shield of mind resistance (+10%) (0 def, 4 armour, 39 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Arcane/Psionic Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str offense ------ When Hit 1 fire defense ------ Armor +4 Fatigue +8% Resistance +10% mind +12% fire other ------- Talents +1 Block Handheld deflection devices. |
crackling steel shield of the stars (0 def, 4 armour, 40 block) crackling steel shield of the stars (0 def, 4 armour, 40 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego++] Arcane Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +3 Dex +3 Cun +1 Mag offense ------ Damage +13% light +11% darkness When Hit 1 lightning defense ------ Armor +4 Fatigue +8% Resistance +11% lightning +12% light +11% darkness other ------- Talents +1 Block Handheld deflection devices. |
swashbuckler's steel shield (0 def, 4 armour, 35.5 block) swashbuckler's steel shield (0 def, 4 armour, 35.5 block)7.0 Encumbrance T2 shield armor Reqs - Shield usage training ,Str 16 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +2 Str +3 Dex offense ------ Accuracy +4 (+1 eff.) defense ------ Armor +4 Fatigue +8% other ------- Talents +1 Block Handheld deflection devices. |
Black Mesh (8 def, 2 armour, 120 block) Black Mesh (8 def, 2 armour, 120 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training ,Str 20 [Unique] Nature Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +5 Wil offense ------ On shield block: * Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it defense ------ Armor +2 Defense +8 (+3 eff.) Ranged Defense +8 (+3 eff.) Fatigue +6% Resistance +25% blight +25% darkness other ------- Talents +1 Block On block: Up to once per turn, pull an attacker up to 15 spaces away into melee range, pinning and asphyxiating it Black, interwoven tendrils form this mesh that can be used as a shield. It reacts visibly to your touch, clinging to your arm and engulfing it in a warm, black mass. |
duelist's rough leather armour of the deep (5 def, 6 armour) duelist's rough leather armour of the deep (5 def, 6 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: Stats +3 Cun +4 Dex defense ------ Armor +6 Defense +5 (+2 eff.) Fatigue +6% Resistance +6% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
troll-hide rough leather armour of Toknor (3 def, 2 armour) troll-hide rough leather armour of Toknor (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego++] Nature/Master While equipped: offense ------ Physical Crit +4.0% Critical power +12.00% Physical Power +6 (+3 eff.) defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Life +35.00 Life Regen +3.50 Healmod +11% A suit of armour made of leather. |
troll-hide rough leather armour of lightning resistance (3 def, 2 armour) troll-hide rough leather armour of lightning resistance (3 def, 2 armour)9.0 Encumbrance T1 light armor [Ego+] Nature/Master While equipped: defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning Life +32.00 Life Regen +3.30 Healmod +10% A suit of armour made of leather. |
cleansing cured leather armour of fire resistance (6 def, 4 armour) cleansing cured leather armour of fire resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Disrupt/Master While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +10% blight +19% fire +12% nature A suit of armour made of leather. |
marauder's cured leather armour of Eyal (10 def, 4 armour) marauder's cured leather armour of Eyal (10 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Nature/Master While equipped: Stats +5 Str +3 Dex defense ------ Armor +4 Defense +10 (+4 eff.) Fatigue +7% Physical save +6 (+3 eff.) Life +27.00 Life Regen +2.00 Healmod +11% A suit of armour made of leather. |
prismatic cured leather armour of temporal resistance (6 def, 4 armour) prismatic cured leather armour of temporal resistance (6 def, 4 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego] Arcane While equipped: defense ------ Armor +4 Defense +6 (+2 eff.) Fatigue +7% Resistance +16% temporal +10% light +11% darkness A suit of armour made of leather. |
troll-hide cured leather armour of the deep (6 def, 6 armour) troll-hide cured leather armour of the deep (6 def, 6 armour)9.0 Encumbrance T2 light armor Reqs Str 14 [Ego++] Nature While equipped: defense ------ Armor +6 Defense +6 (+2 eff.) Fatigue +7% Resistance +6% acid +7% cold Life +30.00 Life Regen +3.90 Healmod +11% other ------- Breathe water A suit of armour made of leather. |
cleansing steel mail armour of fire resistance (2 def, 6 armour) cleansing steel mail armour of fire resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Disrupt/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +11% blight +15% fire +11% nature A suit of armour made of mail. |
enlightening steel mail armour (2 def, 6 armour) enlightening steel mail armour (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Psionic While equipped: Stats +4 Cun +4 Wil defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Mind save +11 (+5 eff.) A suit of armour made of mail. |
rejuvenating steel mail armour of cold resistance (2 def, 6 armour) rejuvenating steel mail armour of cold resistance (2 def, 6 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% cold Life Regen +2.60 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
radiant steel plate armour (0 def, 9 armour) radiant steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Ego+] Nature While equipped: Stats +2 Wil defense ------ Armor +9 Fatigue +22% Resistance +11% blight +12% darkness other ------- Light +1 A suit of armour made of metal plates. |
steel plate armour (0 def, 9 armour) steel plate armour (0 def, 9 armour)17.0 Encumbrance T2 massive armor Reqs - Massive armour training ,Str 28 [Normal] While equipped: defense ------ Armor +9 Fatigue +22% A suit of armour made of metal plates. |
grounding rough leather belt of transcendence grounding rough leather belt of transcendence1.0 Encumbrance T1 belt armor [Ego] Nature/Psionic While equipped: offense ------ Mindpower +2 (+1 eff.) defense ------ Resistance +6% lightning +5% temporal Physical save +5 (+2 eff.) A belt that goes around your waist. |
linen cloak 'Ivima' (1 def, 0 armour) linen cloak 'Ivima' (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +6 Wil offense ------ Mind Crit +1% On-Hit (Melee): * 10% chance to reduce all saves and defense by 19 defense ------ Defense +1 (+1 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Psi when Hit +0.04 Max psi +10.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
linen cloak of protection (1 def, 0 armour) linen cloak of protection (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Arcane While equipped: defense ------ Defense +1 (+1 eff.) Spell save +5 (+2 eff.) Mind save +6 (+3 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
traveler's pair of rough leather boots of tirelessness (0 def, 1 armour) traveler's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Fatigue -4% Physical save +6 (+3 eff.) other ------- Encumbrance +20 Stamina/turn +0.40 Max stamina +10.00 A pair of boots made of leather. |
hardened leather gloves of spellstriking (0 def, 2 armour) hardened leather gloves of spellstriking (0 def, 2 armour)1.0 Encumbrance T2 hands armor [Ego+] Arcane While equipped: Stats +5 Mag +4 Wil offense ------ Spellpower +6 (+2 eff.) On-Hit 6 arcane Damage +3% arcane defense ------ Armor +2 Resistance +4% arcane Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
grounding linen wizard hat (1 def, 0 armour) grounding linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Nature While equipped: defense ------ Defense +1 (+1 eff.) Resistance +6% lightning +6% temporal A pointy cloth hat, very wizardly... |
Woesorrow the rough leather cap (0 def, 1 armour) Woesorrow the rough leather cap (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Disrupt While equipped: offense ------ Damage +6% darkness Ignore resists +15% darkness On-Hit (Melee): * 20% chance to slow global speed by 45% defense ------ Armor +1 Fatigue +1% Resistance +5% blight +9% acid +3% light +6% nature A cap made of leather. |
bladed rough leather cap of constitution (+3) (0 def, 1 armour) bladed rough leather cap of constitution (+3) (0 def, 1 armour)2.0 Encumbrance T1 head armor [Ego+] Master While equipped: Stats +3 Str +3 Con defense ------ Armor +1 Fatigue +1% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 20.6 Physical damage. If the attack hits, the target is confused (37% 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. |
bladed iron helm of knowledge (0 def, 3 armour) bladed iron helm of knowledge (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun offense ------ Mindpower +4 (+2 eff.) defense ------ Armor +3 Fatigue +5% Skullcracker: Puts all charms on 20 turn cooldown Effective talent level: 3.0 Power cost 20 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 20.6 Physical damage. If the attack hits, the target is confused (37% 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. |
Quasit's Skull (0 def, 12 armour) Quasit's Skull (0 def, 12 armour)3.0 Encumbrance T2 head armor Reqs - Heavy armour training [Unique] Master While equipped: Stats +3 Con defense ------ Armor +12 Hardiness +5% Fatigue +5% Physical save +12 (+6 eff.) Stun Resist +30% Some enterprising adventurer seems to have noticed the skin of quasits is actually tougher than most metals, and fashioned this helm from one. Shame about the smell. |
3 citrine 3 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. |
5 aquamarine 5 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. |
topaz topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+2 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
amethyst 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. |
onyx 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. |
lapis lazuli lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
emerald emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
2 quartz 2 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. |
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. |
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 (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 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: "A View From The Gallery" Forbidden Tome: "A View From The Gallery"2.0 Encumbrance T2 forbidden tome [Unique] Unknown Read the book. The story of Grung, a halfling separated from his tribe that is just trying to survive while a terrible war, very long ago, rages on. |
Achievements
Log
The shield around Stef crumbles.
Bandit Leader Lisyth hits Stef for (48 absorbed), 176 physical (176 total damage).
Talent Dig is ready to use.
Stef is poisoned!
Bandit Leader Lisyth hits Stef for (14 parried), 49 physical, 6 light (55 total damage).
Melee retaliation hits Bandit Leader Lisyth for 4 acid, 12 cold (16 total damage).
Deadly Poison from Bandit Leader Lisyth hits Stef for 13 nature damage.
Stef is confused and fails to use Phase Door.
Bandit Leader Lisyth hits Stef for (14 parried), 67 physical, 6 light (73 total damage).
Melee retaliation hits Bandit Leader Lisyth for 4 acid, 12 cold (16 total damage).
Rogue feels pain again.
Talent Virulent Disease is ready to use.
Talent Dual Strike is ready to use.
Deadly Poison from Bandit Leader Lisyth hits Stef for 13 nature damage.
Stef is confused and fails to use Phase Door.
Bandit Leader Lisyth uses Summon.
Bandit Leader Lisyth summons Bandit!
Talent Expose Weakness is ready to use.
Deadly Poison from Bandit Leader Lisyth hits Stef for 13 nature damage.
Stef casts Phase Door.
Bandit Leader Lisyth uses Stunning Blow.
Poison bursts out of Stef's corpse!
Stef is stunned!
Bandit Leader Lisyth hits Stef for (14 parried), 42 physical, (14 parried) (42 total damage).
Melee retaliation hits Bandit Leader Lisyth for 4 acid, 12 cold, 2 acid, 5 cold (22 total damage).
Stef the level 16 shalore shadowblade was mutilated to death by Bandit Leader Lisyth on level 1 of bandit fortress.