Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.5.10 |
Addons | QuickTome: Remove Stat Requirements 1.5.5 QuickTome: Remove Traps 1.3.1 Possessor Tweaks 1.5.0Adds useful information to various Possessor-related dialogs and talent tooltips. Frequently Asked Questions: Deathknight 1.5.5Adds the Deathknight class. See forum thread for details. Additional Randart Properties 1.5.10 QuickTome: Improved Recall 1.5.10Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release TS Inventory Squelching 1.5.10Clear up inventory clutter and focus on the items that matter. This addon allows you to hide items that aren't any use to your character so you can carefully inspect those that do, and suffer from less inventory fatigue over the course of a playthrough. This addon adds an extra dialog which is opened using Ctrl+D by default. The options should be fairly self-explanatory and mostly cover squelching individual item types, along with a few options useful to antimagic and undead characters, as well as the ability to squelch the mostly useless white items. Note that these options are tied to your character, so you'll need to set this up for each character you create. It also only applies to the transmogrification chest tab in your inventory; squelched items get their own special tab due to a variety of technical details. Items will be shown when they are picked up in the log, and artifacts will still show their lore popups. Squelched items will also be transmogrified when you leave the level, as normal. Directly copied from yrriban's addon, but updated to work for characters with Tinkers and with a few more squelching options. Ashes of Urh'Rok 1.5.0Official 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:
QuickTome: Arena Skip 1.3.1 Select First Escort 1.5.0Creates a setting under Game Options/Gameplay for selecting the This is intended to allow players to make characters that rely on a certain An advantage of this over addons that allow selecting the escort type when it Bugfix Pack 1.5.10An addon compiling various fixes to bugs in ToME4. ===== Bugs fixed by this addon ===== = Band of Protection = = Quake hitting multiple times = = Proc bonuses/penalties with nested attacks = = Real-time Anomaly Meteors = = Wild Speed, Step Up, etc. resource leak = = Snapshotting for many talents = Unfortunately, this is not all of the snapshottable talents in the game, but it's a start. ===== Compatibility ===== It should otherwise not be destructive. ===== Changelog ===== 1.2.1: 1.2.0: 1.1.9: 1.1.8: 1.1.7: 1.1.6: 1.1.5: 1.1.4: 1.1.3: 1.1.2: 1.1.1: 1.1.0: 1.0.6: 1.0.5: 1.0.4: 1.0.3: 1.0.2: 1.0.1: 1.0.0: Weight: 61428967 Embers of Rage 1.5.0Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.5.0Combines 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: Fuck Patrols Addon 1.4.8All World Map Patrols have been disabled because they're fucking annoying and nobody likes them. Quick Drown NPCs 1.2.5New characters in Maj'Eyal start out with the Rod of Asphyxiation, an item made to quickly drown npcs. Revamped Anorithil 1.5.5 Items Vault 1.5.0Donators/Buyers bonus! QuickTome: Vault Tweaks 1.4.8This addon is part of the QuickTome addon set. This addon changes various vaults to be less annoying. Mostly, this means replacing some diggable walls with doors or empty space. CompatibilityThis addon OVERLOADS these files, and will not be compatible with other addons that touch them: Weight: 216047 Vor'tep 1.5.10Adds the Vor'tep as a new Giant sub-race, a breed of altered trolls. Get it right here or on the Steam Workshop. Vor'tep have a life rating of 13 and an experience penalty of 15% and start with +3STR, +3WIL, +3CON,+3MAG, -2DEX, and -2CUN. Vor'tep posses the strength and will to wield any one-handed weapon in their offhand innately. Vor'tep have the following racial talents: Trollkin Fortitude Trollblood Blood Rush Internal Inscription Talent icons from game-icons.net. Possessor Bonus Class 1.5.4Donators/Buyers bonus! Better Sandworm Lair 1.5.10This addon aims to make Sandworm Lair less terrible. It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version. These changes are accomplished by overloading the zone and npc files with edits and commented out sections. Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL: codyfun123's "Sandworm Lair Tweaks" Updates: 1.0.1 Dread Necromancer 1.5.10The Dread Necromancer is a complete reimagining of Necromancer - while it shares many of the themes and names, and has a few talents retained, it's effectively an entirely new take on the class. See the forum thread for full details. White Monk 1.5.10Adds the White Monk, a warrior subclass. The White Monk wields no arms, instead using intense focus and training to turn their body into a weapon. They fend off enemy blows with their immense willpower and can preform healing and regenerative rites. Primary stats are Dexterity and Willpower. White Monks have the unique ability to project unarmed melee attacks at a distance, with talents that allow them to strike many targets in a area, as well. White Monks have a base damage modifier for hand gear of 60% Dex and 60% Wil, and gain some of the same benefits to unarmed attacks as Brawlers. Includes seven new talent trees and incorporates a few existing trees from Warrior and Rogue classes. Rending - Attack your foes from afar and sap their energy. Mending - Heal and cleanse yourself and even prepare a rite that can ward off death itself. Fending (generic) - Ward off enemy assaults, directing some damage to your stamina pool. Agile Combatant - Move across the battlefield with unmatched agility. Martial Arts - Master the art of unarmed fighting and gain bonus strikes from your attacks. Black Belt (locked) - Learn advanced fighting techniques to cripple your foes and react with finely honed reflexes. Transcending(locked) - Directly manipulate your foes' spirits to sap their energy and learn to project your spirit to assail all nearby foes. Follow one of the Six Ways with a set of class evolutions for the White Monk: Way of the Rushing Bull Way of the Flying Arrow Way of the Open Palm Way of the Arcane Flow Way of the Transcendent Spirit Way of the Hidden Viper Full details in the forum thread. QuickTome: Item Tweaks 1.4.8 Class: Revamped Wyrmic 1.5.0A variation on wyrmics, as a multi-elemental debuff-centered class. The core of Wyrmic is: Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills that require a category point to access. Apex Predator - new generic tree that fills in a few gaps and lets you wear gems. Credits Compatibility Other QuickTome: Event Changes 1.3.1 QuickTome: Resource Tweaks 1.3.1 Better Item Description 1.5.10This 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 Twinmagi 1.5.10For too long Archmages have ruled over all the schools of magic with an iron fist. No more! Forbidden Cults 1.5.9Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Dread Necromancer |
Level / Exp | 21 / 55% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 17 (base 10) |
Dexterity | 19 (base 10) |
Constitution | 20 (base 10) |
Magic | 55 (base 50) |
Willpower | 46 (base 44) |
Cunning | 32 (base 11) |
Resources
Life | 361/361 |
Mana | 376/376 |
Soul | 5/5 |
Healing Factor | 1.078947368421 |
Regeneration | 1.9960526315789 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +20% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 10 |
Infravision | 2 |
ESP Range | 10 |
ESP Kinds | undead, demon/minor, demon/major |
Offense: Mainhand
Damage | 28 |
Accuracy | 26 |
Crit Chance | 14% |
APR | 7 |
Speed | 1.00 |
Offense: Spell
Spellpower | 43 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 42 |
Crit Chance | 11% |
Speed | 1 |
Offense: Damage Bonus
Darkness | +33% |
Light | +13% |
Nature | +6% |
Physical | +15% |
Cold | +18% |
All | +3% |
Offense: Damage Penetration
Darkness | +56% |
Nature | +5% |
Physical | +10% |
Arcane | +25% |
Cold | +56% |
All | 0% |
Defense: Base
Armour (hardiness) | 45.232633410076 (30%) |
Defense | 27 |
Ranged Defense | 29 |
Fatigue | 0 |
Physical Save | 57 |
Spell Save | 55 |
Mental Save | 65 |
Defense: Resistances
Lightning | + 6%( 70%) |
Light | + 21%( 70%) |
Darkness | + 40%( 70%) |
Blight | + 10%( 70%) |
Physical | + 7%( 70%) |
Cold | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Stun Resistance | 20% |
Pinning Resistance | 21% |
Disarm Resistance | 22% |
Silence Resistance | 15% |
Instadeath Resistance | 100% |
Knockback Resistance | 23% |
Inscriptions (4/5)
Infusions | Effective talent level: 1.0 Infusion: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Infusions | Effective talent level: 1.0 Infusion: HeroismUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase three of your primary stats by 8 for 8 turns. While Heroism is active, you will only die when reaching -292 life. It will always increase your three highest stats. If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Constitution stat. |
Runes | Effective talent level: 1.0 Rune: ManasurgeUse mode: Activated Range: melee/personal Cooldown: 20 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to unleash a manasurge upon yourself, increasing mana regeneration by 1034% for 10 turns and instantly restoring 52 mana. Also when resting your mana will regenerate at 0.5 per turn. Its effects scale with your Willpower stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 13 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 548% for 1 game turn. Any actions other than movement will cancel the effect. Also prevent stuns, dazes and pinning effects for 5 turns. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Spell / Ghoul mastery | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Necrosis | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Spell / Grave | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Skeletal mastery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Spell / Spirit mastery | 1.30 |
| 2/5 |
| 1/5 |
| 5/5 |
| 1/5 |
Spell / Boneshaper | 1.30 |
| 5/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Generic Talents
Spell / Spectre | 1.30 |
| 3/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Spell / Necromancy | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Spell / Soul | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Assemble |
talent | Spirit Feed |
beneficial effect | Will gain 1 Soul after gaining 100 fragments. Soul Fragments |
beneficial effect | The target's spellpower has been increased by 6. Spellsurge |
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 lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved talent Vitality (+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 must explore the Old Forest and find out what lurks there and what treasures are to be gained! * You must explore the Maze and find out what lurks there and what treasures are to be gained! * 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 |
Explore the caves below the ruins of Kor'Pul and the Trollmire in search of treasure and glory! Of trolls and damp caves* You have explored the Trollmire and vanquished Prox the Troll. * You have explored the ruins of Kor'Pul and vanquished the Possessed. | done |
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. | 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 avoidance. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 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 ritch stinger. Keep as much venom in it as possible.' * 'Needed: one faerlhing fang. I've lost a number of adventurers to this one, but I'm sure you'll be fine.' * 'Needed: one black mamba head. If you get bitten, I can save your life if you still manage to bring back the head... and if it happens within about a minute from my door. Good luck.' Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one multi-hued wyrm scale. If you think collecting one of these is hard, try liquefying one.' * '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.' * You've found the needed length of troll intestine. 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 honey tree root. * You've found the needed orc heart. * '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.' | active |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within2 lumberjacks have died. | 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 | pair of drakeskin leather boots 'Ce'Nylaith' (0 def, 5 armour) pair of drakeskin leather boots 'Ce'Nylaith' (0 def, 5 armour)2.0 T5 feet armor [Random Unique] Nature/Master While equipped: Stats +1 Dex +3 Mag +4 Cun +4 Con dps ---------- Phys.crit +4.0% Phys.pwr +5 (+2 eff.) Mov.spd +10% Dmg.mod +3% all Res.pen +10% physical ----- def ----- Armour +5 Fatigue -3% Phys.save +15 (+4 eff.) Mind.save +19 (+5 eff.) Max.HP +55.00 ---------- misc Stam/turn +0.50 A pair of boots made of leather. |
Light source | bright alchemist's lamp of health bright alchemist's lamp of health1.0 T3 lite [Ego] Nature/Master While equipped: ----- def ----- Max.HP +50.00 ---------- misc Light +6 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | Offalward (3 def, 0 armour) Offalward (3 def, 0 armour)2.0 T5 head armor [Random Unique] Nature/Psionic While equipped: Stats +6 Cun +1 Str dps ---------- Mind.crit +3% Mind.pwr +8 (+3 eff.) Melee+ 8 nature Dmg.mod +15% darkness +15% cold +3% nature +12% physical ----- def ----- Defense +3 (+2 eff.) Resists +22% cold +10% darkness +7% physical Crit.dmg- 15.00% Mind.save +11 (+3 eff.) ---------- misc Max.hate +6.00 Telepathy Demon/Minor Demon/Major A pointy cloth hat, very wizardly... |
Tool | Lightbringer's Wand Lightbringer's Wand2.0 T3 wand charm [Unique] Arcane While equipped: dps ---------- Dmg.mod +10% light Melee Ret 18 light ----- def ----- Resists +12% darkness +12% light Spell.save +15 (+5 eff.) ---------- misc Light +2 Summon a stationary shining orb within range 5 for 15 turns that will illuminate its area and deal 70 light damage (based on your Magic and Strength) to your foes within radius 5 each turn. Uses 35 power out of 35/35 This gold-tipped wand shines with an unnatural sheen. |
On fingers | mule's copper ring of perseverance mule's copper ring of perseverance0.1 T1 ring jewelry [Ego] Master While equipped: ----- def ----- Fatigue -5% HP.reg +1.10 Stun/Frz- +20% ---------- misc Max.enc +22 Rings can have magical properties. |
On fingers | marksman's copper ring of tenacity marksman's copper ring of tenacity0.1 T1 ring jewelry [Ego] Master While equipped: Stats +3 Dex dps ---------- Acc +6 (+3 eff.) ----- def ----- Max.HP +20.00 Disarm- +22% Pinning- +21% Knockbk- +23% Rings can have magical properties. |
Around waist | drakeskin leather belt 'Gleamtorrent' drakeskin leather belt 'Gleamtorrent'1.0 T5 belt armor [Random Unique] Nature/Master/Psionic While equipped: Stats +3 Con dps ---------- Mind.pwr +15 (+5 eff.) Res.pen +25% arcane On Hit (Melee): * 15% chance to blind ----- def ----- Armour +11 Defense +15 (+8 eff.) Resists +9% light Phys.save +24 (+7 eff.) Mind.save +12 (+3 eff.) A belt that goes around your waist. |
In main hand | ash magestaff 'Swampshaper' (15-18 power, 3 apr, darkness element) ash magestaff 'Swampshaper' (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Random Unique] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% Melee+ +4 nature While equipped: dps ---------- Spell.crit +10% Spell.pwr +9 (+3 eff.) Melee+ 4 temporal Dmg.mod +15% darkness Res.pen +5% nature On Hit (Melee): * Slows global speed by 30% ---------- misc Mana/turn +0.15 Max.mana +34.00 Talents +1 Command Staff Project a bolt elemental energy from the staff (to range 7) dealing 28.51 to 34.21 darkness damage Puts all charms on 5 cooldown Staves designed for wielders of magic, by the greats of the art. |
On hands | Gilayon the dwarven-steel gauntlets (3 def, 8 armour) Gilayon the dwarven-steel gauntlets (3 def, 8 armour)1.5 T3 hands armor [Random Unique] Master/Psionic While equipped: Stats +3 Cun +6 Str dps ---------- Phys.pwr +16 (+8 eff.) Acc +10 (+5 eff.) On Hit (Melee): * Slows global speed by 15% ----- def ----- Armour +8 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Resists +6% darkness +6% lightning Silence- +15% ---------- misc Infravis +2 Track: Puts all charms on 15 cooldown Level 1.8 Pwr.cost 15 out of 15/15. Range melee/personal Travel.spd instantaneous Description: Sense foes around you in a radius of 21 for 5 turns. The radius will increase with your Cunning. Metal gloves protecting the hands up to the middle of the lower arm. |
Main armor | radiant hardened leather armour of command (10 def, 11 armour) radiant hardened leather armour of command (10 def, 11 armour)9.0 T3 light armor [Ego++] Nature/Psionic While equipped: Stats +2 Cun +2 Wil dps ---------- Melee Ret 5 light ----- def ----- Armour +11 Defense +10 (+5 eff.) Fatigue +8% Resists +10% blight +12% darkness Mind.save +12 (+3 eff.) ---------- misc Light +2 A suit of armour made of leather. |
Cloak | murderer's linen cloak of implacability (1 def, 0 armour) murderer's linen cloak of implacability (1 def, 0 armour)2.0 T1 cloak armor [Ego++] Nature/Master While equipped: Stats +2 Cun +1 Dex dps ---------- Acc +3 (+2 eff.) Apr +4 ----- def ----- Defense +1 (+1 eff.) Phys.save +6 (+2 eff.) Mind.save +6 (+2 eff.) Die.at -50.00 life A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | wanderer's steel amulet of manastreaming wanderer's steel amulet of manastreaming0.1 T2 amulet jewelry [Ego++] Arcane/Master While equipped: Stats +4 Dex +2 Mag +4 Cun +3 Con dps ---------- S.pwr/crit +2 Mov.spd +10% ----- def ----- Fatigue -5% HP.reg +0.50 ---------- misc Stam/turn +0.60 Mana/turn +0.17 Max.mana +22.00 Amulets can have magical properties. |
Inventory
regeneration infusion (heal 96 over 5 turns) regeneration infusion (heal 96 over 5 turns)0.1 T1 infusion scroll [Normal] 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 96 life over 5 turns. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand ability. |
steel ring of tenacity steel ring of tenacity0.1 T2 ring jewelry [Ego] Master While equipped: ----- def ----- Max.HP +21.00 Disarm- +27% Pinning- +20% Knockbk- +27% Rings can have magical properties. |
Xerawe (10-12 power, 2 apr, arcane element) Xerawe (10-12 power, 2 apr, arcane element)5.0 T1 staff 1H weapon [Rare] Master Power 10.0 - 12.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +1.3% procs dam / acc Apr +2 Crit +2.5% Atk.spd 100% On Hit: 5% Shattering Shout 1 While equipped: dps ---------- Spell.crit +1% Spell.pwr +3 (+1 eff.) Dmg.mod +10% arcane Acc +4 (+2 eff.) ----- def ----- Armour +2 Hardiness +10% Defense +6 (+3 eff.) Rng.Def +6 (+3 eff.) Resists +3% physical +3% fire ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
earthen ash starstaff of fate (15-18 power, 3 apr, darkness element) earthen ash starstaff of fate (15-18 power, 3 apr, darkness element)5.0 T2 staff 2H weapon [Ego] Arcane Power 15.0 - 18.0 Physical Uses 80% Mag Mastery Staff Mastery Acc+ +2.5% procs dam / acc Apr +3 Crit +3.0% Atk.spd 100% While equipped: dps ---------- Spell.crit +5% Spell.pwr +6 (+2 eff.) Dmg.mod +15% darkness ----- def ----- Armour +6 Hardiness +5% Phys.save +10 (+3 eff.) Spell.save +6 (+2 eff.) Mind.save +8 (+2 eff.) ---------- misc Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
balanced steel battleaxe (18-27 power, 2 apr) balanced steel battleaxe (18-27 power, 2 apr)3.0 T2 battleaxe 2H weapon [Ego] Master Power 18.0 - 27.0 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +5.0% Atk.spd 100% While equipped: dps ---------- Acc +10 (+5 eff.) ----- def ----- Defense +10 (+5 eff.) Disarm- +29% Massive two-handed battleaxes. |
dwarven-steel battleaxe 'Goresun' (29.5-44.25 power, 2 apr) dwarven-steel battleaxe 'Goresun' (29.5-44.25 power, 2 apr)3.0 T3 battleaxe 2H weapon [Random Unique] Arcane/Master Power 29.5 - 44.3 Physical Uses 120% Str Acc+ +0.2% crit / acc Apr +2 Crit +6.5% Atk.spd 100% Melee+ +19 blight +17 cold On Crit.r2 +8 nature On Hit: * Slows global speed by 40% * 16% chance to disease While equipped: dps ---------- Res.pen +5% nature Acc +12 (+6 eff.) ----- def ----- Defense +16 (+8 eff.) Disarm- +35% Massive two-handed battleaxes. |
Hettudar the Strikeworm (43-64.5 power, 2 apr) Hettudar the Strikeworm (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Rare] Psionic Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +16 lightning +19 darkness Against +13% Living On Hit: 5% Wave of Power 1 On Hit: * 40% chance to blind While equipped: dps ---------- Res.pen +5% lightning ----- def ----- Resists +6% lightning ---------- misc Max.P.En +20.00 Max.N.En +20.00 Massive two-handed mauls. |
flaming dwarven-steel greatmaul (38.5-57.75 power, 2 apr) flaming dwarven-steel greatmaul (38.5-57.75 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Arcane Power 38.5 - 57.8 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% On Hit.r1 +10 fire Massive two-handed mauls. |
thought-forged dwarven-steel greatmaul (43-64.5 power, 2 apr) thought-forged dwarven-steel greatmaul (43-64.5 power, 2 apr)5.0 T3 greatmaul 2H weapon [Ego] Psionic Power 43.0 - 64.5 Physical Uses 120% Str Acc+ +0.1% dam / acc Apr +2 Crit +1.5% Atk.spd 100% Melee+ +12 mind On Hit: * 23% chance to cause random gloom While equipped: Stats +5 Cun +2 Wil Massive two-handed mauls. |
steel mace (13.5-18.9 power, 3 apr) steel mace (13.5-18.9 power, 3 apr)3.0 T2 mace 1H weapon [Normal] Power 13.5 - 18.9 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +3 Crit +1.0% Atk.spd 100% Blunt and deadly. |
Cyrumirin the Searvile (27-37.8 power, 4 apr) Cyrumirin the Searvile (27-37.8 power, 4 apr)3.0 T3 mace 1H weapon [Rare] Psionic Power 27.0 - 37.8 Physical Uses 100% Str Acc+ +0.1% dam / acc Apr +4 Crit +1.5% Atk.spd 100% On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: dps ---------- Spell.crit +5% Melee+ 16 fire Dmg.mod +6% arcane +6% fire ----- def ----- Spell.save +12 (+4 eff.) Def/telep +10 Res/telep +10% Dur/telep +10% Blunt and deadly. |
dwarven-steel waraxe 'Beliriwyn' (21-29.4 power, 4 apr) dwarven-steel waraxe 'Beliriwyn' (21-29.4 power, 4 apr)3.0 T3 waraxe 1H weapon [Random Unique] Arcane/Master/Psionic Power 21.0 - 29.4 Temporal Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Melee+ +7 cold On Hit: 5% Echoes From The Past 1 On Hit: * Projects up to 2 attacks dealing 30% weapon damage to random targets in range 7 (cannot hit the initial target) While equipped: Stats +3 Str dps ---------- Res.pen +7% physical Acc +7 (+4 eff.) Apr +8 ---------- misc Light +2 One-handed war axes. |
manaburning dwarven-steel waraxe of persecution (21.5-30.1 power, 4 apr) manaburning dwarven-steel waraxe of persecution (21.5-30.1 power, 4 apr)3.0 T3 waraxe 1H weapon [Ego] Disrupt Power 21.5 - 30.1 Physical Uses 100% Str Acc+ +0.2% crit / acc Apr +4 Crit +4.5% Atk.spd 100% Against +5% Unnatural On Hit: * 12 arcane resource burn While equipped: Stats +3 Wil One-handed war axes. |
insidious steel dagger of dampening (11-14.3 power, 6 apr) insidious steel dagger of dampening (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Nature/Disrupt Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +8 insidious poison While equipped: ----- def ----- Resists +8% acid +8% fire +8% lightning +6% cold Spell.save +5 (+1 eff.) Sharp, short and deadly. |
steel dagger of vileness (11-14.3 power, 6 apr) steel dagger of vileness (11-14.3 power, 6 apr)1.0 T2 dagger 1H weapon [Ego] Arcane Power 11.0 - 14.3 Physical Uses 45% Str, 45% Dex Acc+ +0.5% APR / acc Apr +6 Crit +5.0% Atk.spd 100% Melee+ +4 blight On Hit: * 8% chance to disease Sharp, short and deadly. |
creative vined mindstar of life (5-5.5 power, 18 apr, nature damage) creative vined mindstar of life (5-5.5 power, 18 apr, nature damage)3.0 T2 mindstar 1H weapon [Ego] Nature/Psionic Power 5.0 - 5.5 Nature Uses 35% Wil, 15% Cun Mastery Psiblades Acc uses Wil Apr +18 Crit +3.0% Atk.spd 100% While equipped: Stats +3 Cun dps ---------- Mind.crit +2% Crit.mult +7.00% Mind.pwr +4 (+2 eff.) ----- def ----- Max.HP +13.00 HP.reg +0.70 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. |
creative thorny mindstar of life (8-8.8 power, 24 apr, mind damage) creative thorny mindstar of life (8-8.8 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 8.0 - 8.8 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: Stats +4 Cun dps ---------- Mind.crit +3% Crit.mult +8.00% Mind.pwr +6 (+2 eff.) ----- def ----- Max.HP +10.00 HP.reg +0.80 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. |
horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage) horrifying thorny mindstar of balance (9.5-10.45 power, 24 apr, mind damage)3.0 T3 mindstar 1H weapon [Ego] Nature/Psionic Power 9.5 - 10.5 Mind Uses 40% Wil, 20% Cun Mastery Psiblades Acc uses Wil Apr +24 Crit +3.5% Atk.spd 100% While equipped: dps ---------- Mind.crit +3% Mind.pwr +6 (+2 eff.) Dmg.mod +3% mind +3% darkness Melee Ret 2 mind 4 darkness ----- def ----- Phys.save +6 (+2 eff.) Spell.save +4 (+1 eff.) Mind.save +5 (+1 eff.) ---------- misc Equi/ret +1.10 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. |
acidic dwarven-steel steamsaw of physical resistance (+13%) (17.5-26.25 power, 14 apr) acidic dwarven-steel steamsaw of physical resistance (+13%) (17.5-26.25 power, 14 apr)3.0 T3 steamsaw 1H weapon Reqs Steam Pool [Ego] Arcane/Master/Steamtech Power 17.5 - 26.3 Phys.bleed Uses 100% Str Mastery Steamsaw Mastery Acc+ +0.2% crit / acc Apr +14 Crit +3.0% Atk.spd 100% Block +53 Melee+ +5 acid On Crit: * splashes the target with acid Uses 1.0 Steam While equipped: ----- def ----- Armour +4 Defense +6 (+3 eff.) Fatigue +8% Resists +13% physical ---------- misc Talents +2 Block Steamsaws use steam pressure to rotate a serrated metal blade at high speed. Those struck suffer severe lacerations and bleed for 10% of the damage done per turn for 5 turns (stacking). They can be wielded in the main or off hand. Vrmmmmm! |
Barkgasher Barkgasher4.0 T3 longbow 2H weapon Reqs Shoot [Rare] Master Acc+ +0.2% crit / acc Atk.spd 125% Range +8 On Crit.r2 +4 nature On Hit: 5% Flamespit 2 While equipped: Stats +7 Str +5 Mag dps ---------- Phys.pwr +15 (+7 eff.) Longbows are used to shoot arrows at your foes. |
mighty steel steamgun of power mighty steel steamgun of power4.0 T2 steamgun 1H weapon Reqs Shoot Steam Pool [Ego] Master/Steamtech Acc+ +0.1% dam / acc Apr +9 Atk.spd 100% Range +7 Proj.spd +600% Uses 2.0 Steam While equipped: Stats +2 Str dps ---------- Phys.pwr +7 (+3 eff.) Dmg.mod +11% physical Res.pen +11% physical Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
Skywitch the quiver of yew arrows (18/18, 48.5-67.9 power, 16 apr) Skywitch the quiver of yew arrows (18/18, 48.5-67.9 power, 16 apr)3.0 T3 arrow ammo [Rare] Master Power 48.5 - 67.9 Physical Uses 70% Dex, 50% Str Acc+ +0.2% crit / acc Apr +16 Crit +10.0% Capacity 18 Proj.spd +200% Ranged+ +8 temporal On Hit.r1 +8 temporal On Hit: * 40% chance to gain 10% of a turn (3/turn limit) * 40% chance to daze at end of turn Arrows are used with bows to pierce your foes to death. |
pouch of iron shots of wind (14/15, 14-16.8 power, 1 apr) pouch of iron shots of wind (14/15, 14-16.8 power, 1 apr)3.0 T1 shot ammo [Ego] Nature Power 14.0 - 16.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +1 Crit +4.0% Capacity 15 Proj.spd +200% On Hit: * 10% chance to create an air burst Shots are used with slings to pummel your foes to death. |
barbed pouch of dwarven-steel shots (22/22, 31.5-37.8 power, 3 apr) barbed pouch of dwarven-steel shots (22/22, 31.5-37.8 power, 3 apr)3.0 T3 shot ammo [Ego] Master Power 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 22 Ranged+ +7 bleed On Crit: * wounds the target for 7 turns: 11 bleeding, 45% reduced healing Shots are used with slings to pummel your foes to death. |
blazing pouch of dwarven-steel shots (24/24, 31.5-37.8 power, 3 apr) blazing pouch of dwarven-steel shots (24/24, 31.5-37.8 power, 3 apr)3.0 T3 shot ammo [Ego] Nature Power 31.5 - 37.8 Physical Uses 50% Cun, 70% Dex Acc+ +0.1% dam / acc Apr +3 Crit +5.0% Capacity 24 Ranged+ +8 fire On Crit.r2 +5 fire Shots are used with slings to pummel your foes to death. |
Olodrazor the woollen robe (0 def, 0 armour) Olodrazor the woollen robe (0 def, 0 armour)2.0 T2 cloth armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +11% blight +18% physical +3% arcane ----- def ----- Resists +11% blight Spell.save +30 (+8 eff.) ---------- misc Max.mana +60.00 On Spell Hit: 5% Shock 1 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Searraider (1 def, 2 armour) Searraider (1 def, 2 armour)9.0 T1 light armor [Rare] Nature While equipped: Stats +3 Con +2 Mag dps ---------- Res.pen +5% fire ----- def ----- Armour +2 Defense +1 (+1 eff.) Fatigue +6% Resists +12% fire HP.reg +2.20 ---------- misc Stam/turn +0.60 Masteries +0.20 Spell/Skeletal mastery A suit of armour made of leather. |
Behemoth Hide (4 def, 6 armour) Behemoth Hide (4 def, 6 armour)9.0 T2 light armor [Unique] Master While equipped: Stats +2 Str +2 Con ----- def ----- Armour +6 Defense +4 (+2 eff.) Rng.Def +8 (+4 eff.) Fatigue +10% Max.HP +45.00 HP.reg +0.70 Knockbk- +10% ---------- misc Max.enc +20 Stam/turn +0.70 Max.stam +43.00 Size +1 A rough hide made from a massive beast. Seeing as it's so weathered but still usable, maybe it's a bit special... |
cured leather armour 'Gleamschism' (2 def, 4 armour) cured leather armour 'Gleamschism' (2 def, 4 armour)9.0 T2 light armor [Rare] Arcane While equipped: dps ---------- Dmg.mod +15% light ----- def ----- Armour +4 Defense +2 (+1 eff.) Fatigue +7% Resists +5% arcane +9% light Spell.save +14 (+4 eff.) ---------- misc Mana/turn +0.08 Vim/s.crit +3.00 Light +2 A suit of armour made of leather. |
spiked hardened leather armour of fire resistance (3 def, 6 armour) spiked hardened leather armour of fire resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 14 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +19% fire A suit of armour made of leather. |
spiked hardened leather armour of lightning resistance (3 def, 6 armour) spiked hardened leather armour of lightning resistance (3 def, 6 armour)9.0 T3 light armor [Ego] Master While equipped: dps ---------- Melee Ret 13 physical ----- def ----- Armour +6 Defense +3 (+2 eff.) Fatigue +8% Resists +18% lightning A suit of armour made of leather. |
prismatic steel mail armour (2 def, 6 armour) prismatic steel mail armour (2 def, 6 armour)14.0 T2 heavy armor [Ego] Arcane While equipped: ----- def ----- Armour +6 Defense +2 (+1 eff.) Fatigue +14% Resists +13% light +14% darkness A suit of armour made of mail. |
dwarven-steel mail armour (3 def, 8 armour) dwarven-steel mail armour (3 def, 8 armour)14.0 T3 heavy armor [Normal] While equipped: ----- def ----- Armour +8 Defense +3 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
impenetrable dwarven-steel mail armour (3 def, 16 armour) impenetrable dwarven-steel mail armour (3 def, 16 armour)14.0 T3 heavy armor [Ego] Master While equipped: ----- def ----- Armour +16 Defense +3 (+2 eff.) Fatigue +16% A suit of armour made of mail. |
steel plate armour of clarity (4 def, 9 armour) steel plate armour of clarity (4 def, 9 armour)17.0 T2 massive armor Reqs Heavy Armour Training 3 [Ego] Psionic While equipped: ----- def ----- Armour +9 Defense +4 (+2 eff.) Fatigue +22% Resists +5% mind Mind.save +10 (+3 eff.) A suit of armour made of metal plates. |
rough leather belt 'Abyssraven' rough leather belt 'Abyssraven'1.0 T1 belt armor [Rare] Master While equipped: Stats +4 Str dps ---------- Res.pen +5% fire Apr +3 ----- def ----- Defense +9 (+5 eff.) Stealth +5 Max.HP +40.00 A belt that goes around your waist. |
Chargebloom the cashmere cloak (2 def, 0 armour) Chargebloom the cashmere cloak (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +6% arcane +30% lightning Melee Ret 16 arcane ----- def ----- Defense +2 (+1 eff.) Resists +7% acid +7% fire +6% lightning +7% cold A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Lavasting' (2 def, 0 armour) cashmere cloak 'Lavasting' (2 def, 0 armour)2.0 T3 cloak armor [Random Unique] Nature/Master While equipped: Stats +3 Str +6 Dex +1 Cun +3 Con dps ---------- Melee+ 12 fire ----- def ----- Defense +2 (+1 eff.) Spell.save -10 (-4 eff.) Max.HP +70.00 ---------- misc Stam/turn +0.50 Mana/turn -0.22 Masteries +0.20 Technique/Combat training A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
cashmere cloak 'Neroritira' (2 def, 0 armour) cashmere cloak 'Neroritira' (2 def, 0 armour)2.0 T3 cloak armor [Rare] Nature While equipped: dps ---------- Dmg.mod +9% temporal On Hit (Melee): * 40% chance to gain 10% of a turn (3/turn limit) ----- def ----- Defense +2 (+1 eff.) Resists +6% temporal Phys.save +8 (+3 eff.) Mind.save +5 (+1 eff.) Anom.red +10 Die.at -50.00 life Def/telep +10 Res/telep +10% Dur/telep +10% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour) grounding pair of rough leather boots of uncanny dodging (3 def, 1 armour)2.0 T1 feet armor [Ego] Nature/Master While equipped: ----- def ----- Armour +1 Defense +3 (+2 eff.) Rng.Def +3 (+1 eff.) Fatigue +1% Resists +5% lightning +6% temporal A pair of boots made of leather. |
restorative pair of rough leather boots (0 def, 1 armour) restorative pair of rough leather boots (0 def, 1 armour)2.0 T1 feet armor [Ego+] Nature While equipped: ----- def ----- Armour +1 Fatigue +1% HP.reg +1.70 Heal.mod +12% A pair of boots made of leather. |
pair of hardened leather boots 'Glymirewe' (0 def, 19 armour) pair of hardened leather boots 'Glymirewe' (0 def, 19 armour)2.0 T3 feet armor [Rare] Master While equipped: Stats +1 Str dps ---------- Melee+ 4 acid Apr +4 ----- def ----- Armour +19 Fatigue +3% ---------- misc Infravis +3 A pair of boots made of leather. |
Ce'Nolenne (0 def, 10 armour) Ce'Nolenne (0 def, 10 armour)3.0 T3 feet armor [Rare] Master While equipped: Stats +2 Dex +3 Mag +2 Con ----- def ----- Armour +10 Fatigue -1% Crit.dmg- 5.00% Def/telep +10 Res/telep +10% Dur/telep +10% ---------- misc Infravis +5 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of dwarven-steel boots of rushing (0 def, 4 armour) pair of dwarven-steel boots of rushing (0 def, 4 armour)3.0 T3 feet armor [Ego+] Master While equipped: Stats +3 Str +3 Con ----- def ----- Armour +4 Fatigue +3% 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 spot with incredible speed. If the spot is reached and occupied, you will perform a free melee attack against the target there. This attack does 120% weapon damage and 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. |
restful rough leather gloves of magic (+3) (0 def, 1 armour) restful rough leather gloves of magic (+3) (0 def, 1 armour)1.0 T1 hands armor [Ego] Arcane/Psionic While equipped: Stats +3 Mag dps ---------- Dmg.mod +4% arcane ----- def ----- Armour +1 HP.reg +1.00 ---------- misc Stam/turn +0.50 Max.stam +10.00 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Barkrune (0 def, 2 armour) Barkrune (0 def, 2 armour)1.0 T3 hands armor [Rare] Master While equipped: Stats +4 Str +2 Dex +4 Cun dps ---------- Melee Ret 12 acid ----- def ----- Armour +2 Resists +12% acid Phys.save +8 (+3 eff.) ---------- misc Cooldown Double Strike -1 Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
iron gauntlets (0 def, 1 armour) iron gauntlets (0 def, 1 armour)1.5 T1 hands armor [Normal] While equipped: ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
iron gauntlets of strength (+3) (0 def, 1 armour) iron gauntlets of strength (+3) (0 def, 1 armour)1.5 T1 hands armor [Ego] Master While equipped: Stats +3 Str dps ---------- Phys.pwr +5 (+2 eff.) ----- def ----- Armour +1 Metal gloves protecting the hands up to the middle of the lower arm. |
Zubuyamira the cashmere wizard hat (11 def, 0 armour) Zubuyamira the cashmere wizard hat (11 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: dps ---------- Phys.crit +5.0% Dmg.mod +15% mind ----- def ----- Defense +11 (+6 eff.) Rng.Def +9 (+4 eff.) Resists +15% mind +4% physical Phys.save +6 (+2 eff.) Max.HP +40.00 A pointy cloth hat, very wizardly... |
cashmere wizard hat 'Hidin' (2 def, 0 armour) cashmere wizard hat 'Hidin' (2 def, 0 armour)2.0 T3 head armor [Rare] Psionic While equipped: Stats +5 Dex +2 Con dps ---------- Mind.crit +2% Mind.pwr +7 (+3 eff.) Dmg.mod +10% darkness +8% physical Apr +5 ----- def ----- Defense +2 (+1 eff.) Resists +10% darkness +12% physical ---------- misc Stam/turn +0.40 Max.hate +8.00 A pointy cloth hat, very wizardly... |
clarifying cashmere wizard hat of corrosion (+15%) (2 def, 0 armour) clarifying cashmere wizard hat of corrosion (+15%) (2 def, 0 armour)2.0 T3 head armor [Ego] Nature/Psionic While equipped: Stats +4 Cun dps ---------- Dmg.mod +10% acid ----- def ----- Defense +2 (+1 eff.) Resists +15% acid Mind.save +9 (+2 eff.) A pointy cloth hat, very wizardly... |
Radhurek (1 def, 0 armour) Radhurek (1 def, 0 armour)2.0 T1 head armor [Rare] Nature While equipped: Stats +1 Dex dps ---------- Phys.pwr +2 (+1 eff.) ----- def ----- Defense +1 (+1 eff.) Resists +6% lightning +6% temporal +2% physical Max.HP +30.00 HP.reg +0.80 Heal.mod +15% ---------- misc Stam/turn +0.20 A pointy cloth hat, very wizardly... |
Nerytta the Voidsweeper (9 def, 3 armour) Nerytta the Voidsweeper (9 def, 3 armour)2.0 T3 head armor [Rare] Nature While equipped: Stats +2 Dex dps ---------- Res.pen +25% darkness Melee Ret 20 physical ----- def ----- Armour +3 Defense +9 (+5 eff.) Rng.Def +9 (+4 eff.) Fatigue +3% Resists +8% lightning +8% temporal HP.reg +0.40 A cap made of leather. |
Nerildavea the Galewasp (7 def, 4 armour) Nerildavea the Galewasp (7 def, 4 armour)3.0 T3 head armor [Rare] Nature While equipped: Stats +3 Cun dps ---------- Melee+ 8 nature Dmg.mod +3% nature +18% lightning Acc +6 (+3 eff.) On Hit (Melee): * 15% chance to daze at end of turn On Melee Ret: * 11% chance to gain 10% of a turn (3/turn limit) ----- def ----- Armour +4 Defense +7 (+4 eff.) Fatigue +4% Resists +6% nature +3% lightning A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
cleansing dwarven-steel helm of strength (+2) (0 def, 4 armour) cleansing dwarven-steel helm of strength (+2) (0 def, 4 armour)3.0 T3 head armor [Ego] Disrupt/Master While equipped: Stats +2 Str ----- def ----- Armour +4 Fatigue +4% Resists +7% nature +8% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
amethyst 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 Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Item imbue powers: Stats +5 Mag +5 Con Dmg.mod +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane Latent Damage Type: Lightning This cracked gemstone looks faded with age. It appears to have once been the eye of a golem. |
48 alchemist agate 48 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. |
iron pickaxe of quickening (dig speed 30 turns) iron pickaxe of quickening (dig speed 30 turns)3.0 T1 digger tool [Ego+] Arcane While equipped: Stats +1 Str ---------- misc Spell.cld 10% While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Dazzlebreak (dig speed 15 turns) Dazzlebreak (dig speed 15 turns)3.0 T3 digger tool [Rare] Master While equipped: Stats +2 Str dps ---------- Melee+ 12 light Res.pen +5% light On Hit (Melee): * Slows global speed by 30% ----- def ----- Resists +15% temporal Max.HP +29.00 ---------- misc Max.stam +21.00 While carried: ---------- misc Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
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 Asphyxiation (24/24) Rod of Asphyxiation (24/24)0.0 rod charm [Unique] Unknown Asphyxiate an unsuspecting target. Uses 1 power out of 24/24 Activation is instant. A devilish artifact, this rod only harms friendly strangers in towns. Only the mad and insane would consider such an item useful. |
Rod of Recall (400/400) Rod of Recall (400/400)2.0 rod charm [Plot Item] Unknown Teleport the user to another zone after 40 turns. Uses 1 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. |
Geturath [power 27] (20 cooldown) Geturath [power 27] (20 cooldown)2.0 T1 torque charm [Rare] Psionic While equipped: ----- def ----- Armour +6 Resists +1% all +9% fire Poison- +5% ---------- misc Talents +2 Silence Cooldown Silence -1 On Mind Hit: 5% Flamespit 1 Setup a psionic shield, reducing all lightning, blight, mind, and darkness damage by 27 for 7 turns Puts all charms on 20 cooldown Torques are made by powerful psionics to store psionic powers. |
dwarven-steel torque of mindblast [power 197] (6 cooldown) dwarven-steel torque of mindblast [power 197] (6 cooldown)2.0 T3 torque charm [Ego] Psionic Fire a blast of psionic energies in a range 8 beam dealing 101.46 to 202.91 mind damage Puts all charms on 6 cooldown Torques are made by powerful psionics to store psionic powers. |
ash totem of thorny skin [power 28] (20 cooldown) ash totem of thorny skin [power 28] (20 cooldown)2.0 T2 totem charm [Ego] Nature Harden the skin for 7 turns increasing armour by 28 and armour hardiness by 40% Puts all charms on 20 cooldown Natural totems are made by powerful wilders to store nature power. |
Bone Plates Bone Plates0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Bone Plating Thick plates of bone that deflect attacks. |
Bone Plates Bone Plates0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Bone Plating Thick plates of bone that deflect attacks. |
Bone Scythes Bone Scythes0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Bone Scythes Sharp bone blades that allow for sweeping attacks. |
Bone Scythes Bone Scythes0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Bone Scythes Sharp bone blades that allow for sweeping attacks. |
Spinal Whip Spinal Whip0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Spinal Grasp An extended spine that can be used as a grasping whip. |
Spinal Whip Spinal Whip0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Spinal Grasp An extended spine that can be used as a grasping whip. |
Spinal Whip Spinal Whip0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Spinal Grasp An extended spine that can be used as a grasping whip. |
Splintered Bones Splintered Bones0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Bone Wave Jagged, splintered bones that can be fired out as projectiles. |
Splintered Bones Splintered Bones0.1 T5 part corpse part [Normal] While equipped: ---------- misc Talents +5 Bone Wave Jagged, splintered bones that can be fired out as projectiles. |
Achievements
By Alex the Cornac Dread Necromancer level 14
7th Flare 122nd year of Ascendancy at 03:21 see stats
By Alex the Cornac Dread Necromancer level 10
1st Mirth 122nd year of Ascendancy at 00:47 see stats
By Alex the Cornac Dread Necromancer level 20
14th Dusk 122nd year of Ascendancy at 02:37 see stats
By Alex the Cornac Dread Necromancer level 18
11st Dusk 122nd year of Ascendancy at 13:46 see stats
By Alex the Cornac Dread Necromancer level 19
12nd Dusk 122nd year of Ascendancy at 16:51 see stats
By Alex the Cornac Dread Necromancer level 11
9th Mirth 122nd year of Ascendancy at 01:08 see stats
By Alex the Cornac Dread Necromancer level 20
14th Dusk 122nd year of Ascendancy at 16:25 see stats
Log
Talent Deathknell is ready to use.
Alex's corpselight killed Copperhead snake!
Alex casts Deathknell.
Yellow ooze splits in two!
Yellow ooze is marked by shadows!
Alex hits Yellow ooze for 59 darkness damage.
Wisp hits Yellow ooze for 16 cold damage.
Haunt from Alex hits Yellow ooze for 113 cold damage.
Haunt from Alex hits Yellow ooze for 114 cold damage.
Haunt from Alex killed Yellow ooze!
Alex's corpselight hits Yellow ooze for 261 cold damage.
Alex's corpselight killed Yellow ooze!
Resting starts...
Your summoned ghoul disappears.
The shield around Alex crumbles.
Talent Haunt is ready to use.
Talent Deathknell is ready to use.
Your summoned wisp disappears.
Alex's spell attains critical power!
Talent Reaper's Shroud is ready to use.
Your summoned wisp disappears.
Alex's spell attains critical power!
Rested for 5 turns (stop reason: all resources and life at maximum).
Bone giant (servant of Alex) deactivates Bone Spikes.
Alex deactivates Assemble.
Alex is no longer surging arcane power.
Alex deactivates Spirit Feed.