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! Auto-Transmo Gems 1.7.0Adds a new game option "Auto-transmo gems", which will place gemsof the specified tier or lower into the transmogrification chest when initially picked up, as with other items. The option is ignored if you have any talents that consume gems, as a convenience to Alchemists. Also available as part of the ZOmnibus Addon Pack and ZOmnibus Lite. 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:
Melinda on the Map 1.7.0Places the Sect of Kryl-Feijan event on the map as a zone entrance rather than an undetectable encounter. 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:
Better Item Description 1.7.4This addon makes items description easier to read and determine on a glance it's usefulness Most important thing to remember it's not recommended to use this mod if you'r new to the game 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 Adventure |
Sex | Female |
Race | Doomelf |
Class | Anorithil |
Level / Exp | 28 / 7% |
Size | big |
Lifes / Deaths | Killed by Isleyawyn the hornet swarm at level 18 on the 21st Haze 122nd year of Ascendancy at 14:15 4 / 2Killed by Salemira the Guard at level 28 on the 5th Decay 122nd year of Ascendancy at 04:08 |
Primary Stats
Strength | 19 (base 10) |
Dexterity | 11 (base 10) |
Constitution | 25 (base 10) |
Magic | 93 (base 60) |
Willpower | 16 (base 10) |
Cunning | 66 (base 56) |
Resources
Life | 458/458 |
Positive | 131/131 |
Negative | 157/157 |
Healing Factor | 1.4245178243369 |
Regeneration | 4.6296829290949 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 7 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 37 |
Accuracy | 33 |
Crit Chance | 20% |
APR | 21 |
Speed | 1.00 |
Offense: Spell
Spellpower | 69 |
Crit Chance | 47% |
Speed | 1 |
Offense: Mind
Mindpower | 28 |
Crit Chance | 21% |
Speed | 1 |
Offense: Damage Bonus
Blight | +6% |
Arcane | +24% |
All | 0% |
Darkness | +30% |
Light | +35% |
Temporal | +23% |
Physical | +20% |
Fire | +24% |
Lightning | +21% |
Offense: Damage Penetration
Lightning | +40% |
Darkness | +35% |
Cold | +35% |
Fire | +35% |
Mind | +30% |
All | +25% |
Defense: Base
Armour (hardiness) | 12 (30%) |
Defense | 46 |
Ranged Defense | 46 |
Fatigue | 3 |
Physical Save | 30 |
Spell Save | 37 |
Mental Save | 30 |
Defense: Resistances
Acid | + 14%( 70%) |
Blight | + 24%( 70%) |
Arcane | + 14%( 70%) |
Cold | + 28%( 70%) |
All | + 9%( 70%) |
Lightning | + 34%( 70%) |
Light | + 24%( 70%) |
Temporal | + 34%( 70%) |
Mind | + 14%( 70%) |
Darkness | + 30%( 70%) |
Fire | + 24%( 70%) |
Nature | + 29%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Stun Resistance | 30% |
Pinning Resistance | 20% |
Instadeath Resistance | 100% |
Knockback Resistance | 55% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: Reflection ShieldUse 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 and reflecting at most 565 damage for 5 turns. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental effect and reduce all damage taken by 29% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 635% 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 Cunning stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 229 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Class Talents
Celestial / Eclipse | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Circles | 1.30 |
| 3/5 |
| 3/5 |
| 3/5 |
| 3/5 |
Celestial / Sunlight | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 5/5 |
Celestial / Star fury | 1.30 |
| 4/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Twilight | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Doomelf | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 4/5 |
Celestial / Light | 1.30 |
| 1/5 |
| 4/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Celestial / Hymns | 1.30 |
| 3/5 |
| 3/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You do not remember much of your life before you were on this burning continent, floating in the void between worlds. You have been helping demons, happily participating in their experiments to shatter some sort of shield preventing them from taking their righteous revenge on Eyal. Ashes in the WindYou are being taken by your handler to the torture-pits to help them figure out how to cause the most pain to those on Eyal, when you hear a roaring above you; you look up and see a burning meteor, flying closer, and the demons' spells failing to divert its course! It lands near you, knocking you off your feet with its shockwave and killing your handler instantly. As you recover, and your platform of searing earth splits from the main continent, your old memories flood your mind and you come to your senses - the demons are out to destroy your home! You must escape... but not without destroying the crystal they've used to keep track of you. * You have destroyed the controlling crystal. The demons can no track you down anymore. * You have destroyed the Planar Controller. Flee now! | 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 Daikara. Escort: lone alchemist (level 1 of Daikara)As a reward you improved Magic by +5. | 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 Magic by +5. | done |
You failed to protect the lone alchemist from death by Islille the cold drake. Escort: lone alchemist (level 2 of Daikara) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Trollmire. Escort: lost sun paladin (level 2 of Trollmire)As a reward you improved Magic by +5. | done |
You successfully escorted the repented thief to the recall portal on level 2 of Old Forest. Escort: repented thief (level 2 of Old Forest)As a reward you improved talent Track (+1 level(s)). | 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 |
Somehow you did not recall out as usual but instead ended up on a sadly familiar area. I've a feeling we're not on Eyal anymoreYou are back in the Fearscape. Back and with a welcome committee. You must find a way to escape, again. * You have found your way out of the primary ambush. * You have destroyed Rogroth the Eater of Souls and made your escape possible. Flee! | 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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You have explored the Maze and vanquished the Horned Horror. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth has completed an elixir of the fox without your aid. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * You've found the needed skeleton mage skull. * 'Needed: one honey tree root. Keep a firm grip on it. These things will dig themselves right back into the ground if you drop them.' * You've found the needed green worm. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed vial of wight ectoplasm. * You've found the needed xorn fragment. Ungrol of Last Hope needs your help making an elixir of stoneskin. He has given you some notes on the ingredients: * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one vial of squid ink. However annoying this will be for you to gather, I promise that the reek it produces in my lab will prove even more annoying.' * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' You have aided Ungrol of Last Hope in creating an elixir of foundations. | 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 |
Equipment
On feet | Gudas the Brandcrack (0 def, 4 armour) Gudas the Brandcrack (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +3 Str +4 Wil +3 Con dps ---------- Spell.pwr +25 (+6 eff.) Dmg.mod +6% blight +9% fire +9% arcane ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane Rush: Puts all charms on 25 cooldown Level 2.0 Pwr.cost 25 out of 25/25. Range 7 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. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Glorysevea the Flashvein Glorysevea the Flashvein1.0 T3 lite [Random Unique] Arcane/Nature/Master While equipped: dps ---------- Mind.crit +3% ----- def ----- Resists +6% lightning +7% cold +8% temporal Phys.save +8 (+4 eff.) Heal.mod +15% Def/telep +13 Res/telep +11% Dur/telep +14% ---------- misc Equi/ret +0.04 Max.hate +6.00 Light +7 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cashmere wizard hat of decomposition (2 def, 0 armour) cashmere wizard hat of decomposition (2 def, 0 armour)2.0 T3 head armor [Ego+] Arcane While equipped: ----- def ----- Defense +2 (+0 eff.) Resists +4% lightning +3% temporal +4% light +5% fire +4% nature +5% acid +4% blight +5% cold +3% darkness A pointy cloth hat, very wizardly... |
Tool | Tempestmortal the elven-wood totem of thorny skin [power 56] (20 cooldown) Tempestmortal the elven-wood totem of thorny skin [power 56] (20 cooldown)2.0 T4 totem charm [Random Unique] Nature While equipped: dps ---------- Dmg.mod +12% lightning Melee Ret 4 mind ----- def ----- Resists +3% mind +3% lightning Harden the skin for 7 turns increasing armour by 56 and armour hardiness by 60% Puts all charms on 20 cooldown 100% to reduce fatigue by 28% for 2 turns. 100% to increase all damage by 14% for 2 turns. Natural totems are made by powerful wilders to store nature power. |
On fingers | Eilinebrera the steel ring Eilinebrera the steel ring0.1 T2 ring jewelry [Rare] Arcane While equipped: Stats +4 Cun +4 Mag dps ---------- Spell.pwr +8 (+2 eff.) ----- def ----- Crit.chn- 15.00% Phys.save +6 (+3 eff.) Spell.save +12 (+5 eff.) Mind.save +12 (+6 eff.) Disease- +20% Rings make your fingers look great! |
On fingers | Shockwar Shockwar0.1 T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Mag dps ---------- Dmg.mod +10% darkness Res.pen +15% lightning Acc +27 (+11 eff.) Apr +10 ----- def ----- Defense +9 (+3 eff.) Resists +20% darkness Spell.save +4 (+2 eff.) Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
Around waist | Morbusrip the hardened leather belt Morbusrip the hardened leather belt1.0 T3 belt armor [Rare] Nature While equipped: Stats +8 Str +4 Con dps ---------- Crit.mult +10.00% Phys.pwr +8 (+4 eff.) Acc +15 (+7 eff.) ----- def ----- Resists +6% nature Phys.save +12 (+6 eff.) ---------- misc Size +1 A belt that goes around your waist. |
In main hand | Frozenspitter (120% power, 4 apr, darkness element) Frozenspitter (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Random Unique] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: Stats +3 Mag +6 Cun +3 Con dps ---------- Spell.crit +14% Crit.mult +13.00% Spell.pwr +17 (+4 eff.) Dmg.mod +20% physical +23% temporal +20% darkness +20% light Res.pen +10% cold ----- def ----- Resists +9% cold ---------- misc N.En/turn +0.20 Vim/s.crit +4.00 Max.vim +22.00 Max.N.En +26.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)1.0 T3 hands armor [Unique] Master While equipped: Stats +4 Con ----- def ----- Armour +8 Disarm- +40% Stun/Frz- +30% Knockbk- +30% ---------- misc Cooldown Clinch -2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Main armor | Vestments of the Conclave (0 def, 0 armour) Vestments of the Conclave (0 def, 0 armour)2.0 T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag dps ---------- Spell.crit +15% Spell.pwr +15 (+4 eff.) Dmg.mod +15% arcane ----- def ----- Resists +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
Cloak | cashmere cloak 'Lightningreek' (2 def, 0 armour) cashmere cloak 'Lightningreek' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% lightning +15% fire Res.pen +10% fire Melee Ret 4 mind ----- def ----- Defense +2 (+0 eff.) Resists +13% blight +12% fire +12% nature +15% lightning HP.reg +3.00 Heal.mod +15% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | steel amulet 'Blindcutter' steel amulet 'Blindcutter'0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +15% light Res.pen +10% darkness +5% mind On Hit (Melee): * 20% chance to reduce all saves and defense by 19 ----- def ----- Resists +16% temporal +12% light +3% mind Pinning- +20% Knockbk- +25% Amulets make your neck look great! |
Inventory
healing infusion (heal 55; cd 11) healing infusion (heal 55; cd 11)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 11 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 55 then cleanse 1 wound, poison, and disease effect. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion (heal 285; 13 cd) regeneration infusion (heal 285; 13 cd)0.1 infusion scroll [Normal] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 285 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, physical, blight, fire, arcane) Prismatic Rune (6 turns; lightning, physical, blight, fire, arcane)0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to create a shield for 6 turns blocking several instances of damage of the following types: 5 lightning, 4 physical, 3 blight, 4 fire, 4 arcane Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 rune scroll [Unique] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range 10 Cooldown 20 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 53; dur 4; cd 22) acid wave rune (damage 53; dur 4; cd 22)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 22 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to unleash a cone dealing 53.00 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 30; dur 4; cd 18) biting gale rune (damage 30; dur 4; cd 18)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 18 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to direct a cone of chilling stormwind doing 30.00 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
ethereal rune (power 11; resist 17%; move 32%; dur 5; cd 21) ethereal rune (power 11; resist 17%; move 32%; dur 5; cd 21)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 21 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to become ethereal for 5 turns. While ethereal all damage you deal is reduced by 50%, you gain 17% all resistance, you move 32% faster, and you are invisible (power 11). Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune (absorb 312; dur 5; cd 15) shielding rune (absorb 312; dur 5; cd 15)0.1 rune scroll [Normal] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 15 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a spell Description: Activate the rune to create a protective shield absorbing at most 312 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. |
Daneth's Neckguard Daneth's Neckguard2.0 T2 amulet jewelry [Unique] Master While equipped: Stats +6 Str +6 Con ----- def ----- Armour +10 Fatigue +2% Resists +20% physical A thick steel gorget designed to protect its wearer from fatal attacks to the neck. This particular gorget was worn by the Halfling General Daneth Tendermourn during the pyre wars, and judging by the marks along its surface may have saved the General's life on more than one occasion. |
Feathersteel Amulet Feathersteel Amulet0.1 T2 amulet jewelry [Unique] Master While equipped: dps ---------- Mov.spd +25% ----- def ----- Defense +15 (+5 eff.) Fatigue -20% Proj.slow +15% ---------- misc Max.enc +20 Avoid Pressure Traps The weight of the world seems a little lighter with this amulet around your neck. |
The Far-Hand The Far-Hand0.1 T3 amulet jewelry [Unique] Unknown While equipped: Stats +10 Con ----- def ----- Teleport- +100% Teleport: Level 4.0 Pwr.cost 36 out of 36/36. Range 10 Travel.spd instantaneous Is a spell Description: Teleports you randomly within a large range (169). At level 4, it allows you to specify which creature to teleport. At level 5, it allows you to choose the target area (radius 15). If the target area is not in line of sight, there is a chance the spell will partially fail and teleport the target randomly. Random teleports have a minimum range of 15. The range will increase with your Spellpower. You can feel this strange metallic hand wriggling around, it feels as if space distorts around it. |
Voidmalice Voidmalice0.1 T2 amulet jewelry [Rare] Nature While equipped: dps ---------- On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Resists +15% acid +15% fire +5% arcane Heal.mod +13% Cut- +50% Heal: Puts all charms on 35 cooldown Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a nature gift Description: Imbues your body with natural energies, healing for 186 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
clarifying steel amulet of dexterity (+4) clarifying steel amulet of dexterity (+4)0.1 T2 amulet jewelry [Ego] Nature While equipped: Stats +4 Dex ----- def ----- Resists +11% mind Confus- +25% Amulets make your neck look great! |
gold amulet of vision gold amulet of vision0.1 T3 amulet jewelry [Ego+] Nature While equipped: ----- def ----- Blind- +19% ---------- misc Infravis +4 Sight +2 See.Invis +7 Amulets make your neck look great! |
restful steel amulet of manastreaming restful steel amulet of manastreaming0.1 T2 amulet jewelry [Ego+] Arcane/Master While equipped: Stats +2 Mag dps ---------- S.pwr/crit +3 ----- def ----- Fatigue -5% HP.reg +1.00 ---------- misc Mana/turn +0.19 Max.mana +22.00 Amulets make your neck look great! |
Wheel of Fate Wheel of Fate0.1 T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
pixie's gold ring of fire (+24%) pixie's gold ring of fire (+24%)0.1 T3 ring jewelry [Ego+] Arcane/Nature While equipped: Stats +4 Cun +2 Mag dps ---------- Spell.pwr +8 (+2 eff.) Dmg.mod +12% fire ----- def ----- Resists +24% fire Rings make your fingers look great! |
savage's gold ring of pilfering savage's gold ring of pilfering0.1 T3 ring jewelry [Ego++] Master While equipped: Stats +3 Con dps ---------- Acc +9 (+4 eff.) Apr +10 ----- def ----- Defense +10 (+3 eff.) Spell.save +12 (+5 eff.) ---------- misc Max.stam +15.00 Disengage: Puts all charms on 10 cooldown Level 2.0 Pwr.cost 10 out of 10/10. Range 7 Travel.spd instantaneous Description: Jump back up to 4 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 135% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
warrior's gold ring of clarity warrior's gold ring of clarity0.1 T3 ring jewelry [Ego] Master/Psionic While equipped: Stats +4 Str ----- def ----- Armour +8 Mind.save +6 (+3 eff.) Confus- +22% Rings make your fingers look great! |
truestriking steel battleaxe of shearing (123% power, 2 apr) truestriking steel battleaxe of shearing (123% power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego++] Master Power 123% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Res.pen +10% physical +12% all Acc +25 (+10 eff.) Apr +19 Massive two-handed battleaxes. |
Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 T3 dagger 1H weapon [Unique] Master Power 129% Range: 1.3x Uses 50% Cun, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +20 Crit +15.0% Atk.spd 111% On Crit: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex ----- def ----- Hardiness +20% Defense +15 (+5 eff.) Phys.save +15 (+8 eff.) Disarm- +50% ---------- misc Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
balanced dwarven-steel dagger of erosion (116% power, 7 apr) balanced dwarven-steel dagger of erosion (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Nature/Master Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 nature While equipped: dps ---------- Acc +7 (+3 eff.) ----- def ----- Defense +7 (+2 eff.) Disarm- +25% Sharp, short and deadly. |
chilling dwarven-steel dagger of daylight (116% power, 7 apr) chilling dwarven-steel dagger of daylight (116% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane Power 116% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +7 light +7 cold Against +19% Undead Sharp, short and deadly. |
elemental iron dagger of crippling (98% power, 5 apr) elemental iron dagger of crippling (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Arcane/Master Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% On Hit: * Create an explosion dealing 113 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +6.0% Dmg.mod +8% lightning Res.pen +5% lightning Sharp, short and deadly. |
flaming dwarven-steel dagger of massacre (127% power, 7 apr) flaming dwarven-steel dagger of massacre (127% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego] Arcane/Master Power 127% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit.r1 +6 fire Sharp, short and deadly. |
manaburning steel dagger of massacre (114% power, 6 apr) manaburning steel dagger of massacre (114% power, 6 apr)1.0 T2 dagger 1H weapon Reqs Dex 16 [Ego] Disrupt/Master Power 114% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +6 Crit +5.0% Atk.spd 100% On Hit: * 10 arcane resource burn Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger (117% power, 7 apr) plaguebringer's dwarven-steel dagger (117% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane Power 117% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
plaguebringer's dwarven-steel dagger of massacre (125% power, 7 apr) plaguebringer's dwarven-steel dagger of massacre (125% power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Ego+] Arcane/Master Power 126% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% Melee+ +8 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +10% Sharp, short and deadly. |
plaguebringer's iron dagger (98% power, 5 apr) plaguebringer's iron dagger (98% power, 5 apr)1.0 T1 dagger 1H weapon [Ego+] Arcane Power 99% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% Melee+ +6 blight On Hit: 20% Epidemic 1 On Hit: * 6% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +11% Sharp, short and deadly. |
truestriking stralite dagger of evisceration (135% power, 9 apr) truestriking stralite dagger of evisceration (135% power, 9 apr)1.0 T4 dagger 1H weapon Reqs Dex 35 [Ego++] Master Power 136% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +9 Crit +8.0% Atk.spd 100% On Crit: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% While equipped: dps ---------- Phys.crit +8.0% Phys.pwr +7 (+4 eff.) Res.pen +9% physical Acc +10 (+5 eff.) Apr +9 Sharp, short and deadly. |
warbringer's iron dagger of shearing (97% power, 5 apr) warbringer's iron dagger of shearing (97% power, 5 apr)1.0 T1 dagger 1H weapon [Ego++] Master Power 97% Range: 1.3x Uses 50% Str, 50% Dex Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +5 Crit +4.0% Atk.spd 100% While equipped: Stats +2 Con dps ---------- Phys.pwr +5 (+3 eff.) Res.pen +6% physical +6% all Acc +7 (+3 eff.) Apr +6 ----- def ----- Disarm- +10% Sharp, short and deadly. |
plaguebringer's dwarven-steel greatmaul of rage (154% power, 2 apr) plaguebringer's dwarven-steel greatmaul of rage (154% power, 2 apr)5.0 T3 greatmaul 2H weapon Reqs Str 24 [Ego++] Arcane/Master Power 155% Range: 1.5x Uses 120% Str Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 10% chance to reduce strength, dexterity, and constitution by 31 While equipped: Stats +2 Str dps ---------- Dmg.mod +10% physical Acc +9 (+4 eff.) ----- def ----- Disease- +22% Massive two-handed mauls. |
arcing dwarven-steel greatsword of massacre (155% power, 2 apr) arcing dwarven-steel greatsword of massacre (155% power, 2 apr)3.0 T3 greatsword 2H weapon Reqs Str 24 [Ego] Arcane/Master Power 155% Range: 1.6x Uses 120% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 113 damage Massive two-handed swords. |
balanced steel longsword of crippling (115% power, 3 apr) balanced steel longsword of crippling (115% power, 3 apr)3.0 T2 longsword 1H weapon [Ego+] Master Power 115% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Acc +9 (+4 eff.) ----- def ----- Defense +8 (+2 eff.) Disarm- +25% Sharp, long, and deadly. |
elemental steel longsword of crippling (111% power, 3 apr) elemental steel longsword of crippling (111% power, 3 apr)3.0 T2 longsword 1H weapon [Ego++] Arcane/Master Power 111% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% On Hit: * Create an explosion dealing 113 lightning damage (1/turn) On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: dps ---------- Phys.crit +7.0% Dmg.mod +9% lightning Res.pen +11% lightning Sharp, long, and deadly. |
plaguebringer's dwarven-steel longsword of phasing (129% power, 9 apr) plaguebringer's dwarven-steel longsword of phasing (129% power, 9 apr)3.0 T3 longsword 1H weapon Reqs Str 24 [Ego+] Arcane Power 129% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.4% crit mult (max 40%) Apr +9 Crit +3.5% Atk.spd 100% Phasing +15% Melee+ +10 blight On Hit: 20% Epidemic 3 On Hit: * 8% chance to reduce strength, dexterity, and constitution by 31 While equipped: ----- def ----- Disease- +10% Sharp, long, and deadly. |
Serpent's Glare (91% power, 15 apr, nature damage) Serpent's Glare (91% power, 15 apr, nature damage)3.0 T1 mindstar 1H weapon [Unique] Nature Power 92% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +15 Crit +7.0% Atk.spd 100% Dmg.conv 30% poison While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Dmg.mod +10% nature ----- def ----- Resists +10% nature Poison- +50% Spit Poison: Level 2.0 Pwr.cost 8 out of 8/8. Range 10 Travel.spd instantaneous Is a nature gift Description: Spit poison at your target, doing 130.27 poison damage over six turns. The damage will increase with your Strength or Dexterity (whichever is higher). A thick venom drips from this mindstar. |
wyrm's vined mindstar (83% power, 18 apr, nature damage) wyrm's vined mindstar (83% power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego+] Nature Power 84% Range: 1.1x Uses 50% Wil, 30% Cun Dmg Nature Mastery Psiblades Acc+ +0.2% crit chance (max 25%) Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Mind.crit +2% Mind.pwr +4 (+2 eff.) Melee+ 4 lightning 4 physical 3 fire 5 acid 2 cold ----- def ----- Resists +5% lightning +3% physical +4% cold +4% fire +3% acid ---------- misc 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. |
Rimekill Rimekill4.0 T1 sling 1H weapon Reqs Shoot [Rare] Nature Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +6 Ranged+ +20 cold While equipped: Stats +2 Con dps ---------- Dmg.mod +6% acid +9% cold Res.pen +15% cold Melee Ret 10 acid ----- def ----- Resists +9% cold ---------- misc Masteries +0.10 Wild-gift/Fungus Regenerate 90 life over 5 turns Puts all charms on 20 cooldown Slings are used to hurl stones or metal shots at your foes. |
ranger's hardened leather sling of fire ranger's hardened leather sling of fire4.0 T3 sling 1H weapon Reqs Dex 24 Shoot [Ego] Arcane/Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +9 Ranged+ +7 fire While equipped: Stats +2 Dex dps ---------- Dmg.mod +8% fire Slings are used to hurl stones or metal shots at your foes. |
yew vilestaff of warding (120% power, 4 apr, darkness element) yew vilestaff of warding (120% power, 4 apr, darkness element)5.0 T3 staff 2H weapon [Ego] Arcane Power 121% Range: 1.2x Uses 80% Mag Dmg Physical Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +3% Spell.pwr +9 (+2 eff.) Dmg.mod +20% darkness ----- def ----- Armour +5 Defense +5 (+1 eff.) ---------- misc Wards +2 darkness Talents +1 Ward +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Poruwyn the steel waraxe (122% power, 3 apr) Poruwyn the steel waraxe (122% power, 3 apr)3.0 T2 waraxe 1H weapon [Rare] Master Power 122% Range: 1.4x Uses 100% Str Dmg Physical Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% While equipped: dps ---------- Dmg.mod +21% acid ----- def ----- Resists +9% blight Max.HP +40.00 Disease- +20% One-handed war axes. |
Duathelpulverizer the rough leather belt Duathelpulverizer the rough leather belt1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% nature +21% acid Res.pen +20% acid On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- HP.reg +1.00 Heal.mod +11% A belt that goes around your waist. |
Mighty Girdle Mighty Girdle1.0 T1 belt armor [Unique] Master Some giant wraps would make you feel great. While equipped: ----- def ----- Armour +4 Fatigue -10% Max.HP +40.00 Knockbk- +40% ---------- misc Max.enc +70 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
blurring hardened leather belt of the giants blurring hardened leather belt of the giants1.0 T3 belt armor [Ego] Master While equipped: dps ---------- Phys.pwr +5 (+3 eff.) ----- def ----- Defense +10 (+3 eff.) Spell.save +5 (+2 eff.) Stealth +6 ---------- misc Size +1 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour) Serpentine Cloak (20 def, 0 armour)2.0 T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Cun +4 Wil dps ---------- Dmg.mod +20% nature Res.pen +20% nature ----- def ----- Defense +20 (+6 eff.) Poison- +50% ---------- misc Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike 1 Cunning and malice seem to emanate from this cloak. |
linen cloak of Iron Throne (1 def, 0 armour) linen cloak of Iron Throne (1 def, 0 armour)2.0 T1 cloak armor [Ego] Master While equipped: Stats +2 Str +1 Con ----- def ----- Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil dps ---------- Mind.crit +4% Mind.pwr +8 (+4 eff.) Dmg.mod +5% mind +5% physical Res.pen +10% mind +10% physical ----- def ----- Armour +8 Defense +12 (+4 eff.) Resists +15% acid +12% physical +9% all Phys.save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 40.64 to 50.80 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
woollen robe of life (0 def, 0 armour) woollen robe of life (0 def, 0 armour)2.0 T2 cloth armor [Ego+] Nature While equipped: ----- def ----- Resists +5% blight +9% all Max.HP +40.00 HP.reg +1.50 Heal.mod +13% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Eden's Guile (2 def, 1 armour) Eden's Guile (2 def, 1 armour)2.0 T2 feet armor [Unique] Master While equipped: Stats +3 Cun ----- def ----- Armour +1 Defense +2 (+0 eff.) Fatigue +2% ---------- misc Masteries +0.20 Cunning/Survival Boost speed by 53% (based on Cunning). Uses 50 power out of 50/50 The boots of a Rogue outcast, who knew that the best way to deal with a problem was to run from it. |
Lorithad (0 def, 3 armour) Lorithad (0 def, 3 armour)2.0 T3 feet armor [Random Unique] Arcane/Master While equipped: Stats +3 Str +5 Dex +3 Con +8 Lck dps ---------- Mov.spd +25% Res.pen +10% acid Acc +10 (+5 eff.) Melee Ret 4 acid ----- def ----- Armour +3 Stealth +6 Die.at -40.00 life ---------- misc Max.stam +30.00 Rush: Puts all charms on 25 cooldown Level 1.0 Pwr.cost 25 out of 25/25. Range 6 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. |
stealthy pair of rough leather boots of tirelessness (0 def, 1 armour) stealthy pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Master While equipped: Stats +7 Lck +4 Dex ----- def ----- Armour +1 Stealth +6 ---------- misc Stam/turn +0.40 Max.stam +12.00 A pair of boots made of leather. |
Crystle's Astral Bindings (0 def, 0 armour) Crystle's Astral Bindings (0 def, 0 armour)1.0 T2 hands armor [Unique] Arcane/Master While equipped: Stats +3 Mag dps ---------- Spell.crit +3% Spell.pwr +2 (+1 eff.) S.pwr/crit +4 Dmg.mod +8% darkness +8% temporal Res.pen +10% darkness +10% temporal ----- def ----- Resists +8% darkness +8% temporal ---------- misc N.En/turn +0.20 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. On Spell Hit: 10% Dust to Dust 2 Said to have belonged to a lost Anorithil, stars are reflected in the myriad surfaces of these otherworldly bindings. |
Spellhunt Remnants (1 def, 2 armour) Spellhunt Remnants (1 def, 2 armour)1.5 T1 hands armor Reqs Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil dps ---------- Mind.crit +3% Mind.pwr +4 (+2 eff.) Dmg.mod +5% nature Res.pen +5% nature ----- def ----- Armour +2 Defense +1 (+0 eff.) Spell.save +4 (+2 eff.) Max.HP +20.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Can't be worn by those with arcane powers. Destroy an arcane item (of a higher tier than the gauntlets). Uses 1 power out of 150/150 These once brilliant voratun gauntlets have fallen into a deep decay. Originally used in the spellhunt, they were often used to destroy arcane artifacts, curing the world of their influence. |
dwarven-steel gauntlets (0 def, 2 armour) dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Normal] While equipped: ----- def ----- Armour +2 Fatigue +3% 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. |
hardened leather gloves of dexterity (+3) (0 def, 2 armour) hardened leather gloves of dexterity (+3) (0 def, 2 armour)1.0 T2 hands armor [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +16 (+7 eff.) ----- def ----- Armour +2 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. |
naturalist's dwarven-steel gauntlets (0 def, 2 armour) naturalist's dwarven-steel gauntlets (0 def, 2 armour)1.5 T2 hands armor Reqs Heavy armour training [Ego] Nature While equipped: dps ---------- Melee+ 9 nature Dmg.mod +4% nature ----- def ----- Armour +2 Fatigue +3% Resists +5% nature 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. |
sand hardened leather gloves of strength (+2) (0 def, 9 armour) sand hardened leather gloves of strength (+2) (0 def, 9 armour)1.0 T2 hands armor [Ego] Nature/Master While equipped: Stats +2 Str dps ---------- Phys.pwr +8 (+4 eff.) Melee+ 7 physical Dmg.mod +5% physical ----- def ----- Armour +9 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. |
Betharin (10 def, 4 armour) Betharin (10 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Master While equipped: Stats +5 Str dps ---------- Res.pen +20% acid ----- def ----- Armour +4 Defense +10 (+3 eff.) Fatigue +4% Resists +6% blight +6% cold Poison- +10% Silence- +20% Knockbk- +10% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flowerrupture (20 def, 8 armour) Flowerrupture (20 def, 8 armour)9.0 T5 light armor Reqs Str 20 [Random Unique] Arcane/Psionic While equipped: Stats +6 Cun +8 Wil dps ---------- Melee+ 15 acid 15 fire Res.pen +5% nature Melee Ret 11 acid 12 fire ----- def ----- Armour +8 Defense +20 (+6 eff.) Fatigue +8% Resists +19% acid +6% temporal +17% light +19% fire +19% darkness Spell.save +6 (+3 eff.) Mind.save +20 (+10 eff.) Heal.mod +5% Blind- +10% Def/telep +5 Res/telep +5% Dur/telep +5% A suit of armour made of leather. |
Ravensin the rough leather armour (3 def, 2 armour) Ravensin the rough leather armour (3 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +2 Wil dps ---------- Mind.crit +2% Mind.pwr +25 (+12 eff.) Dmg.mod +15% darkness ----- def ----- Armour +2 Defense +3 (+1 eff.) Fatigue +6% Resists +13% blight +18% darkness ---------- misc Psi/ret +0.04 Light +1 A suit of armour made of leather. |
Rogue Plight (6 def, 7 armour) Rogue Plight (6 def, 7 armour)9.0 T3 light armor Reqs Str 22 [Unique] Master While equipped: Stats +5 Wil +4 Con ----- def ----- Armour +7 Defense +6 (+2 eff.) Fatigue +7% Resists +35% nature Crit.chn- 30.00% Transfers a bleed, poison, or wound to its source or a nearby enemy every 4 turns. No rogue blades shall incapacitate the wearer of this armour. |
hardened leather armour of acid resistance (9 def, 6 armour) hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +16% acid A suit of armour made of leather. |
marauder's hardened leather armour (13 def, 6 armour) marauder's hardened leather armour (13 def, 6 armour)9.0 T3 light armor [Ego+] Master While equipped: Stats +5 Str +5 Dex ----- def ----- Armour +6 Defense +13 (+4 eff.) Fatigue +8% Phys.save +9 (+5 eff.) A suit of armour made of leather. |
nimble reinforced leather armour of cold resistance (21 def, 7 armour) nimble reinforced leather armour of cold resistance (21 def, 7 armour)9.0 T4 light armor [Ego+] Master While equipped: Stats +2 Dex dps ---------- Mov.spd +20% ----- def ----- Armour +7 Defense +21 (+7 eff.) Fatigue +8% Resists +17% cold A suit of armour made of leather. |
prismatic hardened leather armour of acid resistance (9 def, 6 armour) prismatic hardened leather armour of acid resistance (9 def, 6 armour)9.0 T3 light armor [Ego] Arcane/Master While equipped: ----- def ----- Armour +6 Defense +9 (+3 eff.) Fatigue +8% Resists +15% acid +13% light +10% darkness A suit of armour made of leather. |
radiant cured leather armour (6 def, 4 armour) radiant cured leather armour (6 def, 4 armour)9.0 T2 light armor [Ego+] Nature While equipped: Stats +1 Wil ----- def ----- Armour +4 Defense +6 (+2 eff.) Fatigue +7% Resists +14% blight +11% darkness ---------- misc Light +1 A suit of armour made of leather. |
shocking dwarven-steel shield of cold resistance (+19%) (0 def, 6 armour, 81 block) shocking dwarven-steel shield of cold resistance (+19%) (0 def, 6 armour, 81 block)7.0 T3 shield armor Reqs Shield usage training Str 24 [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- Melee+ 10 lightning Melee Ret 3 lightning ----- def ----- Armour +6 Fatigue +8% Resists +19% cold ---------- misc Talents +1 Block Handheld deflection devices. |
stralite shield of shrapnel (0 def, 8 armour, 140.5 block) stralite shield of shrapnel (0 def, 8 armour, 140.5 block)7.0 T4 shield armor Reqs Shield usage training Str 35 [Ego+] Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: dps ---------- On shield block: * Cause enemies within radius 6 to bleed for 84 physical damage over 5 turns (1/turn) ----- def ----- Armour +8 Fatigue +8% ---------- misc Talents +1 Block Handheld deflection devices. |
onyx onyx0.0 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. |
Windborne Azurite Windborne Azurite0.0 T4 blue gem [Unique] Arcane While equipped: Stats +8 Cun +8 Dex Mov.spd +20% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Item imbue powers: Stats +8 Cun +8 Dex Mov.spd +15% Dmg.mod +20% lightning Ignore.dmg +8% Affinity +20% lightning Latent Damage Type: Lightning Air currents swirl around this bright blue jewel. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+3 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+3 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.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. |
2 opal 2 opal0.0 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. |
4 topaz 4 topaz0.0 T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Phys.save +4 (+2 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Phys.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. |
Nightzeal (dig speed 16 turns) Nightzeal (dig speed 16 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +18% light +12% fire On Hit (Melee): * 20% chance to reduce damage dealt by 16% ----- def ----- Armour +4 Defense +5 (+1 eff.) Resists +3% light +6% physical While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Unlighttyphoon (dig speed 28 turns) Unlighttyphoon (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +2 Cun +1 Str dps ---------- Dmg.mod +9% mind Res.pen +5% darkness Acc +4 (+2 eff.) Melee Ret 2 darkness 2 mind ----- def ----- Resists +6% lightning ---------- misc Infravis +3 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Zeruziladil the iron pickaxe (dig speed 28 turns) Zeruziladil the iron pickaxe (dig speed 28 turns)3.0 T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Mag +2 Cun dps ---------- Mind.crit +2% Mind.pwr +20 (+10 eff.) Dmg.mod +12% mind Apr +7 ----- def ----- Crit.chn- 15.00% Mind.save +6 (+3 eff.) While carried: ---------- misc Talents +1 Dig Perfect Strike: (Instant) Puts all charms on 26 cooldown Level 3.0 Pwr.cost 26 out of 26/26. Range melee/personal Travel.spd instantaneous Description: You have learned to focus your blows to hit your target, granting +73 accuracy and allowing you to attack creatures you cannot see without penalty for the next 5 turns. Allows you to dig a wall, remove a tree, create ways. |
Rungof's Fang Rungof's Fang1.0 fang misc [Unique] Nature While carried: dps ---------- Apr +7 ---------- misc Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
spinel spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Phys.save +2 (+1 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Summertide Phial Summertide Phial1.0 T1 lite [Unique] Nature While equipped: dps ---------- Melee+ 15 Lite Light Burst (radius 1) Dmg.mod +10% light ----- def ----- Resists +30% light Heal.mod +10% ---------- misc Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(62 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
Wintertide Phial Wintertide Phial2.0 T2 lite [Unique] Arcane While equipped: ---------- misc Light +2 Infravis +7 Cleanse your mind of up to 5 (based on Magic) detrimental mental effects. Uses 40 power out of 60/60 This phial seems filled with darkness, yet it cleanses your thoughts. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+1 eff.) ---------- misc T.Disarm +5 Detects traps. Removes (25% chance) up to three stuns, pins, or dazes each turn A large hairy foot, very recognizably a halfling's, is strung on a piece of thick twine. In its decomposed state it's hard to tell how long ago it parted with its owner, but from what look like teeth marks around the ankle you get the impression that it wasn't given willingly. It has been kept somewhat intact with layers of salt and clay, but in spite of this it's clear that nature is beginning to take its toll on the dead flesh. Some say the foot of a halfling brings luck to its bearer - right now the only thing you can be sure of is that it stinks. |
Scrying Orb Scrying Orb1.0 orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 T3 red gem [Normal] While equipped: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Item imbue powers: Phys.crit +3.0% Spell.crit +3% Mind.crit +3% Dmg.mod +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 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. |
Transmogrification Chest Transmogrification Chest2.0 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. |
barbed pouch of dwarven-steel shots (22/22, 148% power, 3 apr) barbed pouch of dwarven-steel shots (22/22, 148% power, 3 apr)3.0 T3 shot ammo Reqs Dex 24 [Ego+] Master Power 149% Range: 1.2x Uses 50% Cun, 70% Dex Dmg Physical Acc+ +0.2% base dam (max 20%) Apr +3 Crit +12.0% Capacity 22 On Crit: * Wound the target dealing 84 physical damage across 5 turns and reducing healing by 50% Shots are used with slings to pummel your foes to death. |
extending ash wand of lightning storm [power 206] (15 cooldown) extending ash wand of lightning storm [power 206] (15 cooldown)2.0 T2 wand charm [Ego] Arcane Create a radius 3 storm for 5 turns. Each turn, creatures within take 49 lightning damage and will be dazed for 1 turn (249 total damage) Puts all charms on 15 cooldown 100% to increase the duration of 2 beneficial effects by 2. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Teieia the Doomelf Anorithil level 11
1st Dusk 122nd year of Ascendancy at 12:51 see stats
By Teieia the Doomelf Anorithil level 23
60th Haze 122nd year of Ascendancy at 23:48 see stats
By Teieia the Doomelf Anorithil level 27
2nd Decay 122nd year of Ascendancy at 04:10 see stats
By Teieia the Doomelf Anorithil level 6
76th Pyre 122nd year of Ascendancy at 06:31 see stats
By Teieia the Doomelf Anorithil level 10
4th Mirth 122nd year of Ascendancy at 01:45 see stats
By Teieia the Doomelf Anorithil level 20
28th Haze 122nd year of Ascendancy at 13:22 see stats
By Teieia the Doomelf Anorithil level 23
31st Haze 122nd year of Ascendancy at 05:27 see stats
By Teieia the Doomelf Anorithil level 20
29th Haze 122nd year of Ascendancy at 08:55 see stats
By Teieia the Doomelf Anorithil level 10
5th Mirth 122nd year of Ascendancy at 07:48 see stats
By Teieia the Doomelf Anorithil level 11
24th Dusk 122nd year of Ascendancy at 02:58 see stats
By Teieia the Doomelf Anorithil level 20
29th Haze 122nd year of Ascendancy at 08:30 see stats
By Teieia the Doomelf Anorithil level 15
52nd Dusk 122nd year of Ascendancy at 07:00 see stats
Log
Teieia picks up ( .): topaz.
Ran for 2 turns (stop reason: interesting terrain).
Ran for 2 turns (stop reason: taken damage).
Teieia starts to bleed.
Salemira the Guard's Fan of Knives performs a melee critical strike against Teieia!
Salemira the Guard's Fan of Knives performs a melee critical strike against Teieia!
Teieia deactivates Corruption of the Doomed.
Teieia turns into a dúathedlen!
Melee retaliation hits Salemira the Guard for 20 light, 3 mind, 25 darkness, 19 light, 3 mind, 25 darkness, 18 light, 3 mind, 25 darkness, 18 light, 3 mind, 24 darkness, 17 light, 3 mind, 23 darkness (229 total damage).
Salemira the Guard's Fan of Knives hits Teieia for 128 physical damage.
Salemira the Guard's Fan of Knives hits Teieia for 130 physical damage.
Bleeding from Salemira the Guard hits Teieia for 95 physical damage.
Salemira the Guard's Fan of Knives hits Teieia for 75 physical damage.
Salemira the Guard's Fan of Knives hits Teieia for 93 physical damage.
Salemira the Guard's Fan of Knives hits Teieia for 86 physical damage.
Teieia the level 28 doomelf anorithil was punctured to death by Salemira the Guard on level 1 of bandit fortress.
A shield forms around Teieia.
You have 4 life(s) left.
The shield around Teieia crumbles.
You enter a zero gravity zone, beware!
From the brink of death you seem to be yanked to another plane.
Salemira the Guard's Fan of Knives killed Teieia!
Saving game...
Saving done.
Ran for 2 turns (stop reason: interesting character).
You are sent back to the material plane!