Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Grey Out Unusable Items 1.7.2This addon shows inventory items in dark grey if they have a power source incompatible with your character. Arcane items are greyed out for antimagic characters, and arcane disrupting items are greyed out for characters with arcane abilities. Never accidentally break your spells again! Items Vault 1.7.0Donators/Buyers bonus! Nekarcos's Quality of Life 07: Visible Size Categories 1.0.0This is a stand-alone Quality of Life pack that improves some minor things about ToME gameplay.
Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game 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:
ZOmnibus Addon Pack 1.7.4Combines several smaller utility addons, both for convenience and potentially reduced resource usage on smaller machines. Includes the following addons:
A superset of ZOmnibus Lite. Frequently Asked Questions: Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Possessor Bonus Class 1.7.4Donators/Buyers bonus! 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 | Cornac |
Class | Sun Paladin (Avatar of a Distant Sun) |
Level / Exp | 29 / 19% |
Size | medium |
Lifes / Deaths | Killed by Iselaith the green worm mass at level 13 on the 39th Haze 122nd year of Ascendancy at 10:54 0 / 8Killed by Gunsnake at level 17 on the 4th Decay 122nd year of Ascendancy at 18:55 Killed by Belylelle the rogue at level 19 on the 2nd Regrowth 123rd year of Ascendancy at 03:27 Killed by Gloremira the vampire at level 20 on the 11st Regrowth 123rd year of Ascendancy at 23:33 Killed by corrupted minotaur at level 24 on the 4th Pyre 123rd year of Ascendancy at 17:26 Killed by war hound at level 27 on the 30th Pyre 123rd year of Ascendancy at 01:51 Killed by Bethyth the Guardian at level 29 on the 57th Dusk 123rd year of Ascendancy at 11:13 Killed by Gudanne the oozing horror at level 29 on the 57th Dusk 123rd year of Ascendancy at 18:56 |
Primary Stats
Strength | 89 (base 59) |
Dexterity | 19 (base 10) |
Constitution | 25 (base 10) |
Magic | 65 (base 60) |
Willpower | 25 (base 10) |
Cunning | 19 (base 10) |
Resources
Life | -210/907 |
Mana | 3/390 |
Stamina | 191/221 |
Positive | 15/134 |
Healing Factor | 1.1245178243369 |
Regeneration | 0.28112945608422 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 9 |
Infravision | 6 |
See Stealth | 7 |
See Invisible | 6 |
Offense: Mainhand
Damage | 175 |
Accuracy | 30 |
Crit Chance | 35% |
APR | 25 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 41 |
Crit Chance | 11% |
Speed | 1 |
Offense: Mind
Mindpower | 26 |
Crit Chance | 3% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +3% |
Lightning | +11% |
Light | +20% |
Nature | +11% |
Blight | +3% |
Physical | +12% |
Cold | +6% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Light | +33% |
Acid | +15% |
Arcane | +15% |
Cold | +15% |
Nature | +5% |
Defense: Base
Armour (hardiness) | 60.413408721348 (85.897138898113%) |
Defense | 46 |
Ranged Defense | 50 |
Fatigue | 54 |
Physical Save | 49 |
Spell Save | 35 |
Mental Save | 42 |
Defense: Resistances
Acid | + 22%( 70%) |
Blight | + 33%( 70%) |
Physical | + 9%( 70%) |
Cold | + 15%( 70%) |
All | + 3%( 70%) |
Lightning | + 69%( 70%) |
Light | + 51%( 70%) |
Temporal | + 8%( 70%) |
Mind | + 6%( 70%) |
Darkness | + 15%( 70%) |
Fire | + 29%( 70%) |
Nature | + 58%( 70%) |
Defense: Immunities
Knockback Resistance | 50% |
Stun Resistance | 20% |
Instadeath Resistance | 100% |
Blind Resistance | 63% |
Inscriptions (3/3)
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 31 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 6 turns. While Heroism is active, you will only die when reaching -584 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1305 life, 13 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Strength stat. |
Runes | Effective talent level: 1.0 Rune: BlinkUse mode: Activated Range: 6 Cooldown: 12 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 6 spaces within line of sight. Afterwards you stay out of phase for 3 turns. In this state all new negative status effects duration is reduced by 19%, your defense is increased by 19 and all your resistances by 19%. Its effects scale with your Magic 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 218 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. |
Class Talents
Celestial / Crusader | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 4/5 |
Celestial / Sun | 1.30 |
| 3/5 |
| 2/5 |
| 3/5 |
| 1/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Celestial / Combat | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Technique / Shield offense | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Celestial / Radiance | 1.30 |
| 2/5 |
| 1/5 |
| 2/5 |
| 2/5 |
Technique / Two-handed assault | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Technique / Combat training | 1.00 |
| 1/5 |
| 3/5 |
| 0/5 |
| 2/5 |
| 5/5 |
| 0/5 |
Spell / Stone alchemy | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Celestial / Chants | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Celestial / Light | 1.30 |
| 2/5 |
| 4/5 |
| 1/5 |
| 3/5 |
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 successfully escorted the lone alchemist to the recall portal on level 3 of Old Forest. Escort: lone alchemist (level 3 of Old Forest)As a reward you gained talent category Spell / Stone alchemy (at mastery 1.00). | done |
You successfully escorted the lone alchemist to the recall portal on level 4 of Old Forest. Escort: lone alchemist (level 4 of Old Forest)As a reward you improved talent Stone Touch (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 1 of Daikara. Escort: lost warrior (level 1 of Daikara)As a reward you improved talent Vitality (+1 level(s)). | done |
You successfully escorted the lost warrior to the recall portal on level 2 of Daikara. Escort: lost warrior (level 2 of Daikara)As a reward you improved talent Unflinching Resolve (+1 level(s)). | done |
You successfully escorted the repented thief to the recall portal on level 2 of Trollmire. Escort: repented thief (level 2 of Trollmire)As a reward you improved talent Misdirection (+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 |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
Nagas are invading the slazish fens. The Sunwall cannot fight on two fronts; you need to stop the invaders before it is too late. Serpentine InvadersLocate and destroy the invaders' portal. * You have destroyed the naga portal. The invasion is stopped. * However, you were teleported to a distant land. You must find a way back to the Gates of Morning. | active |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. | 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. | active |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed red crystal shard. * You've found the needed minotaur nose. * You've found the needed bear paw. Marus of Elvala needs your help making an elixir of mysticism. He has given you some notes on the ingredients: * 'Needed: one pouch of bone giant dust. Never, ever to be confused with garlic powder. Trust me.' * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' * 'Needed: one ritch stinger. Keep as much venom in it as possible.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed sandworm tooth. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one pouch of faeros ash. They're creatures of pure flame, and likely of extraplanar origin, but the ash of objects consumed by their fire has remarkable properties.' * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' | 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 have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Bokusavon the pair of dwarven-steel boots (20 def, 7 armour) Bokusavon the pair of dwarven-steel boots (20 def, 7 armour)3.0 T3 feet armor Reqs Heavy armour training [Random Unique] Master While equipped: Stats +6 Str +2 Cun +6 Con dps ---------- Dmg.mod +9% physical ----- def ----- Armour +7 Defense +20 (+7 eff.) Fatigue +3% Phys.save +14 (+4 eff.) Mind.save +15 (+5 eff.) ---------- misc Infravis +2 Rush: Puts all charms on 25 cooldown Level 3.0 Pwr.cost 25 out of 25/25. Range 8 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. |
Quiver | 326 alchemist agate 326 alchemist agate0.0 T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
Light source | Planar Beacon Planar Beacon1.0 lite [Unique] Arcane While equipped: ---------- misc Light +3 Fearscape Shift: Level 2.0 Pwr.cost 25 out of 25/25. Range 5 Travel.spd instantaneous Is a spell Description: Open a gateway to the Fearscape, stepping through it to a nearby location. As you step out, a burst of fire will leave with you, dealing 93.18 demonfire damage to everyone within 3 spaces and leaving flames which will deal an additional 93.18 demonfire damage over 4 turns. Additionally, shifting through reality enhances your awareness, allowing you to see all enemies within 8 spaces for the next 3 turns. The damage will scale with your Spellpower and the range will increase with the talent level. A strange orb of demonic origins. It glows with a surreal red light. |
On head | Lightgrinder (0 def, 5 armour) Lightgrinder (0 def, 5 armour)2.0 T5 head armor [Random Unique] Master While equipped: Stats +11 Str +10 Wil dps ---------- Dmg.mod +3% light Res.pen +5% nature ----- def ----- Armour +5 Fatigue +5% Resists +11% blight +9% nature +3% light Mind.save +19 (+6 eff.) Disease- +15% ---------- misc Light +3 Skullcracker: Puts all charms on 20 cooldown Level 3.0 Pwr.cost 20 out of 20/20. Range melee/personal Travel.spd instantaneous Description: You smack your forehead against your enemy's head (or whatever sensitive part you can find), causing 474.3 Physical damage. If the attack hits, the target is confused (29% 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. It was changed by the digestive sack. |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 T3 hands armor [Unique] Nature This would be great with a mighty matching belt. While equipped: Stats +4 Str ----- def ----- Armour +2 Resists +10% lightning +10% cold Max.HP +60.00 Knockbk- +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Level 2.0 Pwr.cost 6 out of 6/6. Range 10 Travel.spd instantaneous Is a nature gift Description: Throw a huge boulder, dealing 180.50 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | Maniregostir the dwarven-steel pickaxe (dig speed 7 turns) Maniregostir the dwarven-steel pickaxe (dig speed 7 turns)3.0 T3 digger tool [Random Unique] Master While equipped: Stats +2 Str dps ---------- Dmg.mod +3% blight ----- def ----- Armour +4 Defense +11 (+4 eff.) Resists +12% lightning +7% physical +7% darkness +7% fire +6% nature +3% mind Disease- +15% Stun/Frz- +20% ---------- misc Infravis +1 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. It was changed by the digestive sack. |
On fingers | steel ring 'Yarerin' steel ring 'Yarerin'0.1 T2 ring jewelry [Random Unique] Arcane/Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +11% lightning +3% physical +11% nature +11% light On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +22% lightning +22% nature +22% light Die.at -20.00 life Rings make your fingers look great! |
On fingers | Guvena Guvena0.1 T2 ring jewelry [Random Unique] Arcane/Master/Psionic While equipped: Stats +7 Cun +5 Wil dps ---------- Mind.pwr +7 (+3 eff.) S.pwr/crit +4 Res.pen +15% arcane ----- def ----- Defense +4 (+2 eff.) Blind- +20% ---------- misc Mana/s.crit +2.00 Infravis +3 See.Stealth +7 See.Invis +6 Rings make your fingers look great! |
Around neck | Areratta the Duskwilder Areratta the Duskwilder0.1 T4 amulet jewelry [Random Unique] Arcane/Nature/Master While equipped: Stats +6 Dex +3 Mag dps ---------- S.pwr/crit +5 Dmg.mod +3% darkness Res.pen +15% darkness +15% acid ----- def ----- Resists +6% darkness Phys.save +14 (+4 eff.) Spell.save +20 (+8 eff.) Mind.save +17 (+5 eff.) ---------- misc Mana/turn +0.24 Max.mana +47.00 Amulets make your neck look great! |
In main hand | Eksatin's Ultimatum (63-94 power, 25 apr) Eksatin's Ultimatum (63-94 power, 25 apr)3.0 T4 battleaxe 2H weapon [Unique] Master Power 63.0 - 94.5 Physical Uses 130% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +25 Crit +25.0% Atk.spd 100% On Crit: * decapitate a weakened target While equipped: dps ---------- Crit.mult +25.00% This gore-stained battleaxe was once used by an infamously sadistic king, who took the time to personally perform each and every execution he ordered. He kept a vault of every head he ever removed, each and every one of them carefully preserved. When he was overthrown, his own head was added as the centrepiece of the vault, which was maintained as a testament to his cruelty. |
Around waist | rough leather belt 'Frozensin' rough leather belt 'Frozensin'1.0 T1 belt armor [Rare] Nature While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Res.pen +15% cold Melee Ret 6 cold ----- def ----- Resists +5% lightning +6% temporal +3% cold Die.at -40.00 life A belt that goes around your waist. |
In off hand | Titanic (20 def, 18 armour, 48-57 power, 320 block) Titanic (20 def, 18 armour, 48-57 power, 320 block)7.0 T3 shield armor Reqs Shield usage training [Unique] Master When used to Attack: Power 48.0 - 57.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +4.5% Block +320 While equipped: ----- def ----- Armour +18 Hardiness +20% Defense +20 (+7 eff.) Rng.Def +10 (+3 eff.) Fatigue +30% ---------- misc Talents +1 Block This shield made of the darkest stralite is huge, heavy and very solid. |
Cloak | cashmere cloak 'Chillwisp' (2 def, 0 armour) cashmere cloak 'Chillwisp' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +2 Mag +3 Con dps ---------- Phys.pwr +20 (+5 eff.) Dmg.mod +6% cold ----- def ----- Defense +2 (+1 eff.) Phys.save +20 (+6 eff.) Die.at -60.00 life Max.HP +58.00 ---------- misc Light +3 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Scale Mail of Kroltar (10 def, 18 armour) Scale Mail of Kroltar (10 def, 18 armour)14.0 T5 heavy armor Reqs Heavy armour training [Unique] Nature/Master Kroltar's head would turn up the heat. While equipped: Stats +5 Str +3 Dex +4 Con ----- def ----- Armour +18 Defense +10 (+4 eff.) Fatigue +16% Resists +20% acid +20% blight +20% fire +20% nature +20% lightning Max.HP +120.00 Devouring Flame: Level 3.0 Pwr.cost 50 out of 80/80. Range 10 Travel.spd instantaneous Is a mind power a nature gift Description: Spit a cloud of flames, doing 19.10 fire damage in a radius of 3 each turn for 7 turns. The flames will ignore the caster, and will drain 10% of the damage dealt as the flames consume enemies life force and transfer it to the user. The damage will increase with your Mindpower, and can critical. Each point in fire drake talents also increases your fire resistance by 1%. A heavy shirt of scale mail constructed from the remains of Kroltar, whose armour was like tenfold shields. |
Inventory
healing infusion of the wizard (heal 194; cd 10) healing infusion of the wizard (heal 194; cd 10)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 10 Travel.spd instantaneous Usage Speed Instant (0% of a turn) Is a nature gift Description: Activate the infusion to instantly heal yourself for 194 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. Press to compare to your current inscriptions |
regeneration infusion of the warrior (heal 370; 14 cd) regeneration infusion of the warrior (heal 370; 14 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 14 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 370 life over 5 turns. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 281; 16 cd) regeneration infusion of the wizard (heal 281; 16 cd)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd instantaneous Usage Speed Standard (100% of a turn) Is a nature gift Description: Activate the infusion to heal yourself for 281 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
regeneration infusion of the wizard (heal 399; 13 cd) regeneration infusion of the wizard (heal 399; 13 cd)0.1 infusion scroll [Ego] 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 399 life over 5 turns. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 28%; mental; dur 4; cd 16) wild infusion of the wizard (res 28%; mental; dur 4; cd 16)0.1 infusion scroll [Ego] Nature When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 Travel.spd 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 28% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Prismatic Rune (6 turns; lightning, temporal, physical, cold) Prismatic Rune (6 turns; lightning, temporal, physical, cold)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: 3 lightning, 4 temporal, 3 physical, 3 cold Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
manasurge rune of the duelist (regen 1050% over 10 turns; mana 52; cd 13) manasurge rune of the duelist (regen 1050% over 10 turns; mana 52; cd 13)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 13 Travel.spd instantaneous Usage Speed Spell (100% of a turn) Is a spell usable during Aether Avatar Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1050% for 10 turns (25 total) and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Dexterity stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 125; dur 4; cd 15) shielding rune of the titan (absorb 125; dur 4; cd 15)0.1 rune scroll [Ego] 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 125 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the titan (absorb 158; dur 4; cd 16) shielding rune of the titan (absorb 158; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 158 damage for 4 turns. Its effects scale with your Constitution stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 324; dur 4; cd 15) shielding rune of the warrior (absorb 324; dur 4; cd 15)0.1 rune scroll [Ego] 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 324 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shielding rune of the warrior (absorb 333; dur 4; cd 16) shielding rune of the warrior (absorb 333; dur 4; cd 16)0.1 rune scroll [Ego] Arcane When inscribed on your body: Level 0.0 Use mode Activated Range melee/personal Cooldown 16 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 333 damage for 4 turns. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
Aerybrenn the Sulfursin Aerybrenn the Sulfursin0.1 T1 amulet jewelry [Rare] Nature While equipped: dps ---------- Res.pen +15% nature ----- def ----- Resists +11% lightning +3% mind Stun/Frz- +21% Knockbk- +10% Amulets make your neck look great! |
Flashglory Flashglory0.1 T1 amulet jewelry [Rare] Master While equipped: dps ---------- S.pwr/crit +6 Dmg.mod +12% lightning Melee Ret 6 lightning ----- def ----- Armour +4 Defense +5 (+2 eff.) Res.Cap +3% all Phys.save +10 (+3 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Max.mana +20.00 Max.vim +10.00 Amulets make your neck look great! |
clarifying copper amulet clarifying copper amulet0.1 T1 amulet jewelry [Ego] Nature While equipped: ----- def ----- Resists +10% mind Confus- +21% Amulets make your neck look great! |
Arorin Arorin0.1 T2 amulet jewelry [Random Unique] Nature While equipped: Stats +4 Dex +3 Wil dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Resists +5% arcane +3% cold +12% light +10% darkness Blind- +20% ---------- misc See.Invis +9 Amulets make your neck look great! |
Earthen Beads Earthen Beads0.1 T2 amulet jewelry [Unique] Nature While equipped: Stats +5 Wil dps ---------- Mind.pwr +5 (+2 eff.) ----- def ----- Affinity +15% nature HP.reg +2.00 Enhances the effectiveness of Meditation by 20% Nature's Touch: Level 2.0 Pwr.cost 35 out of 35/35. Range melee/personal Travel.spd instantaneous Is a mind power a nature gift Description: Touch a target (or yourself) to infuse it with Nature, healing it for 175 (this heal does not work on undead). The amount healed will increase with your Mindpower. This is a string of ancient, hardened clay beads, cracked and faded with age. It was used by Wilders in ancient times, in an attempt to enhance their connection with Nature. |
Skypride Skypride0.1 T2 amulet jewelry [Rare] Nature While equipped: Stats +2 Cun dps ---------- Crit.mult +15.00% Dmg.mod +9% arcane Melee Ret 4 lightning ----- def ----- Resists +16% light +15% darkness Blind- +27% ---------- misc Equi/ret +0.04 Hate/m.crit +4.00 Max.hate +6.00 Max.psi +10.00 Amulets make your neck look great! |
steel amulet 'Blazethorn' steel amulet 'Blazethorn'0.1 T2 amulet jewelry [Random Unique] Nature/Master While equipped: Stats +3 Dex +4 Cun +4 Con dps ---------- Mov.spd +10% Dmg.mod +9% fire Res.pen +5% fire Melee Ret 2 darkness ----- def ----- Fatigue -5% Resists +17% fire +7% physical +13% cold HP.reg +2.00 ---------- misc Stam/turn +0.90 Amulets make your neck look great! |
Layymibeth the Floevalor Layymibeth the Floevalor0.1 T3 ring jewelry [Rare] Nature While equipped: dps ---------- Dmg.mod +14% cold Res.pen +25% mind +25% cold On Hit (Melee): * 20% chance to slow global speed by 44% ----- def ----- Resists +6% lightning +28% cold +3% light Rings make your fingers look great! |
mule's gold ring of time (+12%) mule's gold ring of time (+12%)0.1 T3 ring jewelry [Ego] Arcane/Master While equipped: dps ---------- Dmg.mod +12% temporal ----- def ----- Fatigue -6% Resists +12% temporal ---------- misc Max.enc +21 Rings make your fingers look great! |
Olodraldil (20-24 power, 4 apr, blight element) Olodraldil (20-24 power, 4 apr, blight element)5.0 T3 staff 2H weapon [Rare] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.0% proc dam (max 200%) Apr +4 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Spell.crit +14% Spell.pwr +9 (+3 eff.) Dmg.mod +20% blight ----- def ----- Armour +10 Resists +12% darkness Crit.chn- 10.00% Phys.save +6 (+2 eff.) ---------- misc Psi/ret +0.20 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen yew magestaff (20-24 power, 4 apr, fire element) earthen yew magestaff (20-24 power, 4 apr, fire element)5.0 T3 staff 2H weapon [Ego] Arcane Power 20.0 - 24.0 Physical Uses 80% Mag 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 (+3 eff.) Dmg.mod +20% fire ----- def ----- Armour +4 Hardiness +4% Phys.save +5 (+1 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
Drake's Bane (45-67 power, 21 apr) Drake's Bane (45-67 power, 21 apr)3.0 T2 battleaxe 2H weapon [Unique] Master Power 45.0 - 67.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +21 Crit +2.0% Atk.spd 100% Against +25% Dragon While equipped: Stats +6 Str ----- def ----- D.Red.from +25% Dragon Phys.save +9 (+3 eff.) Stun/Frz- +20% Knockbk- +40% The killing of Kroltar, mightiest of wyrms, took seven months and the lives of 20,000 dwarven warriors. Finally the beast was worn down and mastersmith Gruxim, standing atop the bodies of his fallen comrades, was able slit its throat with this axe crafted purely for the purpose of penetrating the wyrm's hide. |
dwarven-steel battleaxe 'Naturewire' (33-49 power, 2 apr) dwarven-steel battleaxe 'Naturewire' (33-49 power, 2 apr)3.0 T3 battleaxe 2H weapon [Rare] Master Power 33.0 - 49.5 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +2 Crit +6.5% Atk.spd 100% On Crit.r2 +8 nature On Hit: * 20% chance to slow global speed by 44% While equipped: dps ---------- Spell.pwr +10 (+4 eff.) S.pwr/crit +2 Dmg.mod +18% arcane Phasing +20% Acc +14 (+7 eff.) ----- def ----- Defense +16 (+6 eff.) Disarm- +50% Def/telep +15 Res/telep +15% Dur/telep +15% ---------- misc Mana/s.crit +2.00 Max.vim +20.00 Massive two-handed battleaxes. |
dwarven-steel greatmaul (42-63 power, 2 apr) dwarven-steel greatmaul (42-63 power, 2 apr)5.0 T3 greatmaul 2H weapon [Normal] Power 42.0 - 63.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +2 Crit +1.5% Atk.spd 100% Massive two-handed mauls. |
Urthogrim (25-40 power, 2 apr) Urthogrim (25-40 power, 2 apr)3.0 T2 greatsword 2H weapon [Random Unique] Arcane/Master Power 25.0 - 40.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.0% Atk.spd 100% On Crit.r2 +4 blight On Hit: 20% Curse of Vulnerability 2 On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: dps ---------- Res.pen +10% physical Acc +13 (+7 eff.) Apr +10 On Hit (Melee): * 20% chance to reduce strength, dexterity, and constitution by 22 ----- def ----- Resists +3% temporal Massive two-handed swords. |
Bethakira the Furnacequill (33-53 power, 2 apr) Bethakira the Furnacequill (33-53 power, 2 apr)3.0 T3 greatsword 2H weapon [Random Unique] Master/Psionic Power 33.5 - 53.6 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% Melee+ +12 mind On Hit: * 30% chance to reduce all saves and defense by 18 * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: Stats +5 Cun +7 Wil dps ---------- Phys.crit +12.0% Res.pen +5% fire On Hit (Melee): * 10% chance to slow global speed by 44% ----- def ----- Resists +6% darkness +6% temporal Massive two-handed swords. |
warbringer's dwarven-steel greatsword of evisceration (37-60 power, 2 apr) warbringer's dwarven-steel greatsword of evisceration (37-60 power, 2 apr)3.0 T3 greatsword 2H weapon [Ego++] Master Power 37.5 - 60.0 Physical Uses 120% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +2 Crit +3.5% Atk.spd 100% On Crit: * Wound the target dealing 260 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +5 Con dps ---------- Phys.crit +12.0% Phys.pwr +20 (+5 eff.) Res.pen +10% physical ----- def ----- Disarm- +14% Massive two-handed swords. |
Raindredge the steel longsword (15-21 power, 3 apr) Raindredge the steel longsword (15-21 power, 3 apr)3.0 T2 longsword 1H weapon [Rare] Master Power 15.0 - 21.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.4% crit mult (max 40%) Apr +3 Crit +3.0% Atk.spd 100% Melee+ +12 arcane On Hit.r1 +16 arcane +12 cold On Crit.r2 +20 arcane On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: dps ---------- Dmg.mod +12% cold Res.pen +8% physical Acc +10 (+5 eff.) Apr +7 Sharp, long, and deadly. |
Unremarin (11-16 power, 3 apr) Unremarin (11-16 power, 3 apr)3.0 T2 mace 1H weapon [Rare] Master Power 11.5 - 16.1 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +3 Crit +1.0% Atk.spd 100% While equipped: dps ---------- Phys.pwr +15 (+4 eff.) Acc +22 (+11 eff.) ----- def ----- Defense +38 (+13 eff.) Resists +2% physical Die.at -80.00 life Disarm- +26% ---------- misc Max.stam +30.00 Blunt and deadly. |
Glorowen (34-48 power, 4 apr) Glorowen (34-48 power, 4 apr)3.0 T3 mace 1H weapon [Random Unique] Arcane/Master Power 34.5 - 48.3 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% base dam (max 20%) Apr +4 Crit +1.5% Atk.spd 100% Melee+ +11 cold On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: Stats +1 Wil dps ---------- Melee Ret 6 blight ----- def ----- Resists +9% fire Phys.save +3 (+1 eff.) Blunt and deadly. |
Nimbusoracle the steel waraxe (20-28 power, 3 apr) Nimbusoracle the steel waraxe (20-28 power, 3 apr)3.0 T2 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +3 Crit +4.0% Atk.spd 100% Melee+ +7 blight On Hit: * 6% chance to reduce strength, dexterity, and constitution by 22 * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) While equipped: dps ---------- Res.pen +15% lightning Melee Ret 2 lightning ----- def ----- Crit.chn- 10.00% ---------- misc See.Invis +3 One-handed war axes. |
dwarven-steel waraxe (19-26 power, 4 apr) dwarven-steel waraxe (19-26 power, 4 apr)3.0 T3 waraxe 1H weapon [Normal] Power 19.0 - 26.6 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% One-handed war axes. |
dwarven-steel waraxe 'Galespire' (20-28 power, 4 apr) dwarven-steel waraxe 'Galespire' (20-28 power, 4 apr)3.0 T3 waraxe 1H weapon [Rare] Arcane Power 20.0 - 28.0 Physical Uses 100% Str Mastery Weapons Mastery Acc+ +0.2% crit chance (max 25%) Apr +4 Crit +4.5% Atk.spd 100% Melee+ +8 mind +15 cold While equipped: Stats +7 Str +2 Dex +2 Wil +4 Con dps ---------- Dmg.mod +9% lightning One-handed war axes. |
Brandwilder the dwarven-steel dagger (16-21 power, 7 apr) Brandwilder the dwarven-steel dagger (16-21 power, 7 apr)1.0 T3 dagger 1H weapon Reqs Dex 24 [Rare] Arcane Power 16.5 - 21.4 Physical Uses 50% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Apr +7 Crit +6.0% Atk.spd 100% On Hit: 20% Curse of Vulnerability 3 While equipped: dps ---------- Phys.crit +1.0% Phys.pwr +25 (+6 eff.) Res.pen +5% fire +15% physical Apr +6 ----- def ----- Resists +6% light Phys.save +3 (+1 eff.) Die.at -40.00 life Sharp, short and deadly. |
hardened leather sling of piercing hardened leather sling of piercing4.0 T3 sling 1H weapon Reqs Dex 24 [Ego+] Master Acc+ +0.2% base dam (max 20%) Atk.spd 100% Range +8 While equipped: dps ---------- Res.pen +6% all Acc +10 (+5 eff.) Apr +9 Slings are used to hurl stones or metal shots at your foes. |
Iseldayamina the Skywitch (19/19, 28-39 power, 10 apr) Iseldayamina the Skywitch (19/19, 28-39 power, 10 apr)3.0 T3 arrow ammo Reqs Dex 24 [Random Unique] Arcane/Master/Psionic Power 28.5 - 39.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit chance (max 25%) Acc +20 Apr +10 Crit +2.0% Capacity 19 Ranged+ +16 lightning +18 physical +8 temporal On Crit.r2 +20 lightning On Hit: * 11% chance to gain 10% of a turn (3/turn limit) * 20% chance to knock the target back 3 spaces and deal 99 physical damage Arrows are used with bows to pierce your foes to death. |
Grinalin (0 def, 4 armour, 15-18 power, 41.5 block) Grinalin (0 def, 4 armour, 15-18 power, 41.5 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Psionic When used to Attack: Power 15.5 - 18.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +41 Melee+ +12 physical While equipped: Stats +3 Wil dps ---------- On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Armour +4 Fatigue +8% Resists +10% physical +5% arcane +12% fire Shield.near.proj +44 Phys.save +12 (+4 eff.) Proj.slow +14% HP.reg +4.00 Confus- +20% ---------- misc Talents +1 Block Handheld deflection devices. |
steel shield 'Rimefame' (0 def, 4 armour, 13-15 power, 36 block) steel shield 'Rimefame' (0 def, 4 armour, 13-15 power, 36 block)7.0 T2 shield armor Reqs Shield usage training [Rare] Master When used to Attack: Power 13.0 - 15.6 Physical Uses 100% Str Acc+ +2.0% proc dam (max 200%) Crit +3.0% Block +36 Melee+ +8 light On Crit.r2 +8 cold While equipped: dps ---------- Dmg.mod +9% nature Res.pen +25% nature +25% cold ----- def ----- Armour +4 Fatigue +8% Resists +21% acid +6% cold +12% light ---------- misc Talents +1 Block Handheld deflection devices. |
verdant Rags of the Sanctuary (0 def, 0 armour) verdant Rags of the Sanctuary (0 def, 0 armour)2.0 T1 cloth armor [Cosmetic Item] Nature While equipped: Stats +2 Con dps ---------- Dmg.mod +7% nature ----- def ----- Resists +7% all Poison- +21% Disease- +20% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Xanyldatta the hardened leather armour (18 def, 12 armour) Xanyldatta the hardened leather armour (18 def, 12 armour)9.0 T3 light armor [Rare] Psionic While equipped: Stats +3 Cun dps ---------- Dmg.mod +18% blight +6% temporal +6% arcane Res.pen +10% arcane Melee Ret 6 blight ----- def ----- Armour +12 Defense +18 (+6 eff.) Fatigue +8% Resists +12% temporal Mind.save +17 (+5 eff.) A suit of armour made of leather. |
Iron Mail of Bloodletting (2 def, 4 armour) Iron Mail of Bloodletting (2 def, 4 armour)14.0 T2 heavy armor Reqs Heavy armour training [Unique] Arcane While equipped: Stats +2 Str +2 Con ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +12% Resists +10% acid +10% fire +10% darkness +10% blight HP.reg +3.00 Heal.mod +30% ---------- misc Masteries +0.10 Technique/Bloodthirst Blood drips continuously from this fell suit of iron, and dark magics churn almost visibly around it. Bloody ruin comes to those who stand against its wearer. |
rejuvenating stralite mail armour of cold resistance (4 def, 8 armour) rejuvenating stralite mail armour of cold resistance (4 def, 8 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego] Nature/Master While equipped: ----- def ----- Armour +8 Defense +4 (+2 eff.) Fatigue +12% Resists +21% cold HP.reg +2.00 ---------- misc Stam/turn +0.60 A suit of armour made of mail. |
stralite mail armour of the deep (4 def, 10 armour) stralite mail armour of the deep (4 def, 10 armour)14.0 T4 heavy armor Reqs Heavy armour training [Ego+] Nature While equipped: ----- def ----- Armour +10 Defense +4 (+2 eff.) Fatigue +12% Resists +10% acid +7% cold ---------- misc Breathe water A suit of armour made of mail. |
steel plate armour 'Ragithad' (0 def, 9 armour) steel plate armour 'Ragithad' (0 def, 9 armour)17.0 T2 massive armor Reqs Massive armour training [Random Unique] Master While equipped: dps ---------- Dmg.mod +3% arcane +3% temporal ----- def ----- Armour +9 Fatigue +22% Resists +35% lightning +6% physical Phys.save +13 (+4 eff.) ---------- misc Mana/s.crit +2.00 A suit of armour made of metal plates. |
dwarven-steel plate armour 'Halidin' (0 def, 18 armour) dwarven-steel plate armour 'Halidin' (0 def, 18 armour)17.0 T3 massive armor Reqs Massive armour training [Random Unique] Master/Psionic While equipped: Stats +2 Mag dps ---------- Spell.crit +2% Spell.pwr +10 (+4 eff.) S.pwr/crit +6 ----- def ----- Armour +18 Fatigue +22% Resists +7% acid +7% physical +7% lightning +7% cold +14% mind +7% fire Mind.save +26 (+8 eff.) A suit of armour made of metal plates. |
Dremadin Dremadin1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.crit +4.0% Phys.pwr +5 (+1 eff.) Apr +2 On Hit (Melee): * 20% chance to reduce all saves and defense by 18 ----- def ----- Resists +6% mind +3% physical Spell.save +11 (+5 eff.) ---------- misc Max.stam +30.00 Size +1 A belt that goes around your waist. |
Elenitar the Hellsdare Elenitar the Hellsdare1.0 T3 belt armor [Rare] Master While equipped: dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +27% fire Melee Ret 4 fire 2 cold ----- def ----- Resists +5% arcane +3% temporal Spell.save +8 (+4 eff.) ---------- misc Size +1 A belt that goes around your waist. |
Earorasin the linen cloak (1 def, 0 armour) Earorasin the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Master While equipped: Stats +1 Str +2 Con dps ---------- On Hit (Melee): * 10 arcane resource burn ----- def ----- Defense +1 (+1 eff.) Resists +6% light ---------- misc Stam/turn +2.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Xeth the linen cloak (1 def, 0 armour) Xeth the linen cloak (1 def, 0 armour)2.0 T1 cloak armor [Rare] Nature While equipped: dps ---------- Res.pen +15% mind ----- def ----- Defense +1 (+1 eff.) Resists +6% mind +3% blight Spell.save +12 (+6 eff.) Max.HP +33.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Lightdredge the cashmere cloak (2 def, 0 armour) Lightdredge the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Str +7 Dex +4 Mag +3 Cun +4 Con ----- def ----- Defense +2 (+1 eff.) ---------- misc Light +3 See.Invis +6 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Velaretha' (30 def, 8 armour) cashmere cloak 'Velaretha' (30 def, 8 armour)2.0 T3 cloak armor [Rare] Master While equipped: Stats +2 Dex dps ---------- Phys.pwr +10 (+3 eff.) Res.pen +20% mind Apr +1 ----- def ----- Armour +8 Defense +30 (+10 eff.) Phys.save +7 (+2 eff.) ---------- misc Stam/turn +3.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
scholar's pair of rough leather boots of tirelessness (0 def, 1 armour) scholar's pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 T1 feet armor [Ego] Arcane/Master While equipped: dps ---------- Spell.pwr +3 (+1 eff.) ----- def ----- Armour +1 ---------- misc Stam/turn +0.40 Max.stam +10.00 A pair of boots made of leather. |
pair of dwarven-steel boots 'Gloomwither' (0 def, 4 armour) pair of dwarven-steel boots 'Gloomwither' (0 def, 4 armour)3.0 T3 feet armor Reqs Heavy armour training [Rare] Master While equipped: Stats +2 Cun +3 Con dps ---------- Dmg.mod +9% darkness Res.pen +20% darkness +5% nature ----- def ----- Armour +4 Fatigue +3% Resists +5% arcane +6% nature +18% darkness Phys.save +13 (+4 eff.) Mind.save +17 (+5 eff.) Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
cinder rough leather gloves (0 def, 1 armour) cinder rough leather gloves (0 def, 1 armour)1.0 T1 hands armor [Ego] Nature While equipped: dps ---------- Melee+ 6 fire Dmg.mod +4% fire ----- def ----- Armour +1 Resists +6% fire 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. |
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 (+1 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. |
linen wizard hat (1 def, 0 armour) linen wizard hat (1 def, 0 armour)2.0 T1 head armor [Normal] While equipped: ----- def ----- Defense +1 (+1 eff.) A pointy cloth hat, very wizardly... |
Artharan (21 def, 0 armour) Artharan (21 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% mind +11% fire Res.pen +5% mind ----- def ----- Defense +21 (+7 eff.) Resists +16% fire Phys.save +3 (+1 eff.) Poison- +20% Knockbk- +10% A pointy cloth hat, very wizardly... |
Splendourgasher (11 def, 0 armour) Splendourgasher (11 def, 0 armour)2.0 T1 head armor [Rare] Arcane While equipped: Stats +1 Con dps ---------- Phys.pwr +5 (+1 eff.) Dmg.mod +15% arcane +11% temporal ----- def ----- Defense +11 (+4 eff.) Resists +11% temporal Die.at -60.00 life ---------- misc Light +1 A pointy cloth hat, very wizardly... |
Polyna the Venombraid (2 def, 0 armour) Polyna the Venombraid (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Mind.crit +4% Mind.pwr +4 (+2 eff.) Dmg.mod +12% nature Res.pen +20% lightning ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal +12% fire +5% arcane +3% nature Spell.save +15 (+7 eff.) ---------- misc Psi/turn +0.19 A pointy cloth hat, very wizardly... |
Steel Helm of Garkul (0 def, 6 armour) Steel Helm of Garkul (0 def, 6 armour)3.0 T2 head armor Reqs Heavy armour training [Unique] Nature Another of Garkul's heirlooms would bring out his spirit. While equipped: Stats +5 Str +4 Wil +5 Con dps ---------- Dmg.mod +10% physical ----- def ----- Armour +6 Fatigue +8% Phys.save +12 (+4 eff.) Spell.save +12 (+6 eff.) Mind.save +12 (+4 eff.) ---------- misc Masteries +0.20 Technique/Thuggery A great helm that belonged to Garkul the Devourer, one of the greatest orcs ever to live. |
dwarven-steel helm 'Gorugoldir' (0 def, 4 armour) dwarven-steel helm 'Gorugoldir' (0 def, 4 armour)3.0 T3 head armor Reqs Heavy armour training [Rare] Nature While equipped: Stats +5 Str +4 Wil dps ---------- Crit.mult +15.00% Phys.pwr +7 (+2 eff.) Dmg.mod +6% mind ----- def ----- Armour +4 Fatigue +4% Resists +8% physical +6% nature +6% cold Phys.save +8 (+2 eff.) Mind.save +15 (+5 eff.) ---------- misc Max.psi +20.00 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
agate agate0.0 T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con When used as an alchemist bomb: Bomb damage +5% Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
8 spinel 8 spinel0.0 T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) Item imbue powers: Defense +2 (+1 eff.) Phys.save +2 (+0 eff.) Spell.save +2 (+1 eff.) Mind.save +2 (+0 eff.) When used as an alchemist bomb: Mana regain 10 Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 T1 yellow gem [Normal] While equipped: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all Item imbue powers: Phys.crit +1.0% Spell.crit +1% Mind.crit +1% Dmg.mod +2% all When used as an alchemist bomb: Lights terrain (power 10) Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
8 citrine 8 citrine0.0 T1 yellow gem [Normal] While equipped: Light +4 Infravis +4 Item imbue powers: Light +4 Infravis +4 When used as an alchemist bomb: Bomb thrown range +1 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
9 zircon 9 zircon0.0 T1 yellow gem [Normal] While equipped: Armour +1 Resists +1% all Item imbue powers: Armour +1 Resists +1% all When used as an alchemist bomb: 20% chance to daze for 3 turns Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 T2 blue gem [Normal] While equipped: Armour +2 Resists +2% all Item imbue powers: Armour +2 Resists +2% all When used as an alchemist bomb: Mana regain 20 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 opal 5 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 When used as an alchemist bomb: Bomb damage +10% 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 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) Item imbue powers: Defense +4 (+2 eff.) Phys.save +4 (+1 eff.) Spell.save +4 (+2 eff.) Mind.save +4 (+1 eff.) When used as an alchemist bomb: Bomb thrown range +3 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 amethyst 3 amethyst0.0 T2 violet gem [Normal] While equipped: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all Item imbue powers: Phys.crit +2.0% Spell.crit +2% Mind.crit +2% Dmg.mod +4% all When used as an alchemist bomb: Additional 25 arcane damage Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
3 lapis lazuli 3 lapis lazuli0.0 T3 blue gem [Normal] While equipped: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) Item imbue powers: Defense +6 (+2 eff.) Phys.save +6 (+2 eff.) Spell.save +6 (+3 eff.) Mind.save +6 (+2 eff.) When used as an alchemist bomb: Mana regain 30 Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
4 emerald 4 emerald0.0 T3 green gem [Normal] While equipped: Armour +3 Resists +3% all Item imbue powers: Armour +3 Resists +3% all When used as an alchemist bomb: Additional 50 poison damage Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
2 garnet 2 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 When used as an alchemist bomb: Life regen 5% of max life Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 T3 white gem [Normal] While equipped: Stun/Frz- +30% Item imbue powers: Stun/Frz- +30% When used as an alchemist bomb: Additional 10 physical repulsion damage Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
45 alchemist garnet 45 alchemist garnet0.0 T3 red alchemist-gem [Normal] When used as an alchemist bomb: Life regen 5% of max life Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 T1 lite [Normal] While equipped: ---------- misc Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern 'Woesnake' brass lantern 'Woesnake'2.0 T1 lite [Rare] Nature While equipped: Stats +3 Wil dps ---------- Dmg.mod +3% light ----- def ----- Resists +6% darkness Max.HP +42.00 ---------- misc Max.hate +2.00 Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Prox's Lucky Halfling Foot Prox's Lucky Halfling Foot2.0 T1 misc tool [Unique] Nature While equipped: Stats +5 Lck ----- def ----- Defense +5 (+2 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. |
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. |
Rod of Annulment (1/1) Rod of Annulment (1/1)2.0 T2 rod charm [Unique] Arcane Put up to 3 of the target's runes, infusions or talents on cooldown for 3-5 turns (range 5). Uses 30 power out of 30/30 You can feel magic draining out around this rod. Even nature itself seems affected. |
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. |
The Jolt The Jolt2.0 T2 torque charm [Unique] Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% mind +10% lightning Your mind is attuned to electricity. Any lightning damage you do that is more than 10% of the victim's maximum life will attempt to brainlock the target. Upon taking lightning damage >10% of your max life, your mind fires back, dealing 30% of the original damage as mind and trying to brainlock the target. Upon taking mind damage >10% of your max life, you reflexively trigger the jolt, sending an arc of dazing lightning toward the target (damage based on mindpower). This item can have up to 2 charges, with each charge having 4 turn cooldown. This torque feels tingly to the touch, but seems to enhance your thinking. |
Issiderion [power 250] (15 cooldown) Issiderion [power 250] (15 cooldown)2.0 T3 torque charm [Rare] Psionic While equipped: dps ---------- Dmg.mod +12% mind On Hit (Melee): * 20 arcane resource burn ----- def ----- Resists +3% temporal +9% darkness +9% cold Blast the opponent's mind dealing 250 mind damage and silencing them for 4 turns Puts all charms on 15 cooldown Torques are made by powerful psionics to store psionic powers. |
It Which Writhes It Which Writhes0.0 T3 tentacle weird [Legendary] Unknown While equipped: Stats +3 Str +3 Dex +3 Mag -3 Wil +3 Con 3 charge(s). Reduce the duration of all detrimental effects. Uses 10 power out of 3/10 Activation is instant. A tiny tentacle. It is rather cute and squishy. Each time you are afflicted with a detrimental effect you instinctively squish the tentacle a little, powering it up. (once per turn) When at full charge (10 effects applied) you can activate the tentacle to release its internal fluids all over you, halfing the remaining duration of any detrimental effects on you. |
Achievements
By Josephine the Cornac Sun Paladin level 23
77th Regrowth 123rd year of Ascendancy at 23:30 see stats
By Josephine the Cornac Sun Paladin level 23
78th Regrowth 123rd year of Ascendancy at 19:29 see stats
By Josephine the Cornac Sun Paladin level 10
9th Mirth 122nd year of Ascendancy at 07:07 see stats
By Josephine the Cornac Sun Paladin level 20
4th Regrowth 123rd year of Ascendancy at 22:55 see stats
By Josephine the Cornac Sun Paladin level 4
78th Pyre 122nd year of Ascendancy at 04:41 see stats
By Josephine the Cornac Sun Paladin level 22
58th Regrowth 123rd year of Ascendancy at 03:03 see stats
By Josephine the Cornac Sun Paladin level 24
4th Pyre 123rd year of Ascendancy at 03:05 see stats
By Josephine the Cornac Sun Paladin level 12
38th Haze 122nd year of Ascendancy at 01:55 see stats
By Josephine the Cornac Sun Paladin level 6
4th Mirth 122nd year of Ascendancy at 10:06 see stats
By Josephine the Cornac Sun Paladin level 27
9th Flare 123rd year of Ascendancy at 12:42 see stats
By Josephine the Cornac Sun Paladin level 10
2nd Summertide 122nd year of Ascendancy at 11:35 see stats
By Josephine the Cornac Sun Paladin level 21
55th Regrowth 123rd year of Ascendancy at 13:43 see stats
By Josephine the Cornac Sun Paladin level 23
77th Regrowth 123rd year of Ascendancy at 07:20 see stats
By Josephine the Cornac Sun Paladin level 16
56th Haze 122nd year of Ascendancy at 14:10 see stats
By Josephine the Cornac Sun Paladin level 29
57th Dusk 123rd year of Ascendancy at 11:13 see stats
Log
Josephine hits Gudanne the oozing horror for 222 light, 217 physical, 12 light (452 total damage).
Gudanne the oozing horror recovers sight.
Gudanne the oozing horror uses Flurry.
Josephine is recovering from the damage!
Josephine is poisoned!
Gudanne the oozing horror performs a melee critical strike against Josephine!
Josephine deactivates Second Life.
Josephine has been healed by a blast of positive energy!
Gudanne the oozing horror damages himself through Martyrdom!
Melee retaliation hits Gudanne the oozing horror for 14 light, 3 light, 2 cold, 14 light, 3 light, 1 cold, 14 light, 3 light, 1 cold, 14 light, 3 light, 1 cold, 14 light, 3 light, 1 cold, 14 light, 3 light, 1 cold (117 total damage).
Josephine receives 174 healing.
Josephine hits Gudanne the oozing horror for 6 light, 5 physical, 6 light, 5 physical, 2 light, 2 physical, 11 light, 10 physical, 7 light, 6 physical, 2 light, 2 physical, 5 light, 5 physical, 3 light, 3 physical (89 total damage).
Gudanne the oozing horror hits Josephine for 78 physical, 78 physical, 34 physical, 157 physical, 91 physical, 31 physical, 71 physical, 0 physical, 45 physical (588 total damage).
Gudanne the oozing horror is dazed!
Gudanne the oozing horror damages himself through Martyrdom!
Searing Sight hits Gudanne the oozing horror for 26 light damage.
Josephine hits Gudanne the oozing horror for 1 light, 0 nature (2 total damage).
Gudanne the oozing horror receives 5 healing from Deadly Poison from Gudanne the oozing horror.
Deadly Poison from Gudanne the oozing horror hits Josephine for 20 nature damage.
Gudanne the oozing horror uses Dual Strike.
Gudanne the oozing horror is not dazed anymore.
Josephine is stunned!
Gudanne the oozing horror performs a melee critical strike against Josephine!
Poison bursts out of Josephine's corpse!
Gudanne the oozing horror damages himself through Martyrdom!
Melee retaliation hits Gudanne the oozing horror for 14 light, 3 light, 1 cold, 6 light, 1 light, 0 cold (28 total damage).
Josephine hits Gudanne the oozing horror for 1 light, 1 physical, 6 light, 5 physical, 3 light, 3 physical (22 total damage).
Gudanne the oozing horror hits Josephine for 15 physical, 205 physical, 106 physical (328 total damage).
Josephine the level 29 cornac sun paladin was dissected to death by Gudanne the oozing horror on level 1 of Ruined Dungeon.
Gudanne the oozing horror prepares for the next kill!