Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.3 |
Addons | Escorts Enhanced 1.3.1Various enhancements to escort quest NPCs: OldRPG - Overdrive - 1 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii (if you are interested in contributing sprites for Cults please contact me!). After downloading and installing all 6 parts, make sure OldRPG 64x64 is selected as the tileset in game. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 1 of 6 contains all terrain textures. (Required) Cleaner Item Descriptions 1.7.0This is a fork of Better Item Descriptions that simply makes the tooltip larger and uses long phrases instead of abbreviations. If you hold ALT before mousing over an item, you can see its vanilla description. If you ask what part of a description means, everyone gets to laugh at you. However, feel free to suggest better phrasing. Clean UI 1.7.2Replaces default interface styles with cleaner versions to enhance readability. First release focuses primarily on replacing everything related to the default interface styles in the base game. Future releases will enhance individual styles and take care of minor tweaks. Content consists of only graphic assets to try and have the highest possible compatibility with future patches. Egress Artifact Codes 1.5.10Forbidden Cults tweak that adds lore drops containing the random artifact codes that exist for the Occult Egress. This doesn't give you any more artifacts than you would normally get, but makes them easier to find. Ashes of Urh'Rok 1.7.3Official 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:
OldRPG - Overdrive - 5 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Embers of Rage 1.7.3Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
ZOmnibus Addon Pack 1.7.0Combines 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: 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 Turn Tracker 1.7.0Only for Minimalist UI Adds a UI element to display the predicted order of character turns for the next three turns. NOTE: The game itself is not necessarily consistent about who goes first if two creatures are tied in energy. Items Vault 1.7.0Donators/Buyers bonus! Plenum Tooltip Custom Edit 1.7.2Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: Possessor Bonus Class 1.7.3Donators/Buyers bonus! Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: Ignore Race/Class Locks 1.7.0Modifies the character creation dialog to bypass the lock check for races and classes, allowing characters to be created using locked races and classes. Doesn't actually unlock anything. Frequently Asked Questions: OldRPG - Overdrive - 4 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) OldRPG - Overdrive - 2 of 6 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns. Part 2 of 6 contains all NPCs, Objects, Shaders, etc. (Required) EquipDoll - Clean Item Names 1.7.2Makes clearer view of EuipDoll by replacing item egos list with actual name, and tuning a font a bit Tinker Tinkering 1.7.0A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
OldRPG - Overdrive - 3 of 6 (A) OldRPG Player Sprites 1.6.5Rework of OldRPG for compatibility with 1.6.5 and Forbidden Cults. Missing tiles from DLC are replaced by the original default tiles instead of blank tiles or ascii. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Glass Golem, Whitehoof and Yeti use the original tiles. Not every race/item combo has been tested so there may be some misalignments. New sprites for Worm That Walks and tentacles, all other Cults artifacts currently use the original sprites. You can also use a custom player sprite if you don't care about the paperdoll overlay. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Always Transmogrify 1.6.0Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified. OldRPG - Overdrive - 6 of 6 (A) OldRPG Player Sprites 1.6.5OldRPG Player Sprites continued. There are two different versions of Part 3-6, A and B. This version (A) uses the OldRPG sprites and fixed paperdolls for almost all races. Original work done by krazycure, daftigod, chrambo, blooo, sevenredreturns.(Required, load A or B but not both) Forbidden Cults 1.7.3Official 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.
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Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Cornac |
Class | Cultist of Entropy |
Level / Exp | 13 / 44% |
Size | medium |
Lifes / Deaths | no deaths recorded / 0 |
Primary Stats
Strength | 13 (base 10) |
Dexterity | 16 (base 10) |
Constitution | 22 (base 19) |
Magic | 39 (base 34) |
Willpower | 14 (base 10) |
Cunning | 22 (base 19) |
Resources
Life | 251/251 |
Insanity | 27/100 |
Healing Factor | 1.1024166372472 |
Regeneration | 0.27560415931181 |
Speed
Mental | 0% |
Attack | 0% |
Movement | +25% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
Infravision | 1 |
See Stealth | 17 |
See Invisible | 17 |
Offense: Mainhand
Damage | 21 |
Accuracy | 10 |
Crit Chance | 5% |
APR | 0 |
Speed | 1.00 |
Offense: Spell
Spellpower | 41 |
Crit Chance | 18% |
Speed | 1 |
Offense: Mind
Mindpower | 30 |
Crit Chance | 5% |
Speed | 1 |
Offense: Damage Bonus
Acid | +10% |
Mind | +22% |
Darkness | +19% |
Blight | +22% |
Arcane | +6% |
Fire | +10% |
All | 0% |
Offense: Damage Penetration
Darkness | +15% |
Arcane | +5% |
Lightning | +15% |
Defense: Base
Armour (hardiness) | 19.970161498701 (30%) |
Defense | 23 |
Ranged Defense | 23 |
Fatigue | 3 |
Physical Save | 18 |
Spell Save | 18 |
Mental Save | 18 |
Defense: Resistances
Lightning | + 12%( 70%) |
Light | + 3%( 70%) |
Cold | + 9%( 70%) |
Nature | + 3%( 70%) |
Physical | + 15%( 70%) |
Mind | + 22%( 70%) |
All | 0%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Inscriptions (4/4)
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 119 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Magic stat. |
Infusions | Effective talent level: 1.0 Infusion: WildUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random physical effect and reduce all damage taken by 14% for 4 turns. Also removes cross-tier effects of the affected types for free. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 12 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 48 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: ShieldingUse mode: Activated Range: melee/personal Cooldown: 14 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 240 damage for 5 turns. Its effects scale with your Constitution stat. |
Class Talents
Demented / Madness | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Entropy | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Nether | 1.30 |
| 2/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Timethief | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Void | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Generic Talents
Demented / Calamity | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Demented / Beyond sanity | 1.30 |
| 3/5 |
| 2/5 |
| 1/5 |
| 0/5 |
Demented / Doom | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Effects
talent | Jinxed Touch |
talent | Chaos Orbs |
talent | Void Stars |
talent | Twofold Curse |
talent | Grand Oration |
Quests
You successfully escorted the worried loremaster to the recall portal on level 2 of Norgos Lair. Escort: worried loremaster (level 2 of Norgos Lair)As a reward you improved Magic by +5. | done |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. | 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 must explore the Trollmire and find out what lurks there and what treasures are to be gained! * You must explore the ruins of Kor'Pul and find out what lurks there and what treasures are to be gained! | active |
A huge mindless and corrupted worm is heading toward Kroshkkur! The Worm That DevoursIt has to be stopped or the Sanctuary will fall, digested in the bowels of giant worm, its forbidden knowledge lost forever. * You have destroyed the Worm's neural spine, preventing the doom of the Sanctuary. | done |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within | active |
Equipment
On feet | scholar's pair of rough leather boots of speed (0 def, 1 armour) scholar's pair of rough leather boots of speed (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Arcane While equipped: offense ------ Spellpower +4 (+1 eff.) Move Speed +25% defense ------ Armor +1 A pair of boots made of leather. |
Light source | Beedar the Blindfurnace Beedar the Blindfurnace2.0 Encumbrance T1 lite [Rare] Psionic While equipped: offense ------ Damage +9% darkness Ignore resists +15% darkness +15% lightning defense ------ Resistance +9% cold Mind save +6 (+4 eff.) other ------- Light +3 See Stealth +7 See Invis +5 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
On head | Galeregontir the linen wizard hat (1 def, 0 armour) Galeregontir the linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +4 Dex +4 Wil +1 Cun +3 Con offense ------ Damage +11% mind defense ------ Defense +1 (+0 eff.) Resistance +11% mind other ------- Infravision +1 A pointy cloth hat, very wizardly... |
Tool | Hellsstriker the iron torque of gale force [power 100] (15 cooldown) Hellsstriker the iron torque of gale force [power 100] (15 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: defense ------ Defense +15 (+7 eff.) Resistance +3% light Project a gust of wind in a cone knocking all creatures back 7 spaces and dealing 100 physical damage Puts all charms on 15 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
On fingers | Strikebrand the copper ring Strikebrand the copper ring0.1 Encumbrance T1 ring jewelry [Rare] Psionic While equipped: Stats +2 Cun offense ------ Damage +11% mind When Hit 2 mind defense ------ Resistance +11% mind +12% lightning other ------- Equi when Hit +0.08 Hate-on-crit +2.00 Rings make your fingers look great! |
Around waist | Glorelranne Glorelranne1.0 Encumbrance T1 belt armor [Rare] Psionic While equipped: offense ------ Spell Crit +2% Spellpower +10 (+3 eff.) Mindpower +3 (+2 eff.) Damage +12% blight defense ------ Physical save +6 (+4 eff.) other ------- Mana/turn +0.04 A belt that goes around your waist. |
In main hand | Kor's Fall (100% power, 0 apr, darkness element) Kor's Fall (100% power, 0 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Unique] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 110% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Critical Rate +1.5% Attack Speed 100% While equipped: offense ------ Spell Crit +8% Spellpower +7 (+2 eff.) Damage +10% acid +10% fire +10% darkness +10% blight other ------- See Invis +2 Talents +1 Command Staff Masteries +0.10 Corruption/Bone Bone Spear: Effective talent level: 3.3 Power cost 6 out of 6/6. Range 10 Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Conjures up a spear of bones, doing 127.29 physical damage to all targets in a line. Each target takes an additional 20% damage for each magical debuff they are afflicted with up to a max of 100% (255). The damage will increase with your Spellpower. Made from the bones of many creatures, this staff glows with power. You can feel its evil presence even from a distance. |
On hands | Miregrit the rough leather gloves (0 def, 1 armour) Miregrit the rough leather gloves (0 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +6 (+3 eff.) Mindpower +15 (+8 eff.) defense ------ Armor +1 Resistance +3% nature other ------- Psi when Hit +0.08 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. |
Main armor | Spinal Cage (5 def, 8 armour) Spinal Cage (5 def, 8 armour)9.0 Encumbrance T2 light armor [Unique] Arcane/Nature While equipped: Stats +2 Dex defense ------ Armor +8 Defense +5 (+2 eff.) Fatigue +3% Resistance +15% physical Bone Grab: Effective talent level: 2.2 Power cost 20 out of 30/30. Range 6 Cooldown: 15 Travel.spd instantaneous Is: a spell Description: Grab a target and teleport it to your side or if adjacent up to 6 spaces away from you, pinning it there with a bone rising from the ground for 5 turns. The bone will also deal 49.69 physical damage. The damage will increase with your Spellpower. A gross mass of spinal matter hastily assembled into armour. |
Cloak | linen cloak of conjuring (1 def, 0 armour) linen cloak of conjuring (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego+] Arcane While equipped: offense ------ Spell Crit +3% Critical power +13.00% Spellpower +4 (+1 eff.) Damage +6% arcane Ignore resists +5% arcane defense ------ Defense +1 (+0 eff.) other ------- Max mana +28.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Around neck | Withering Orbs Withering Orbs0.1 Encumbrance T1 amulet jewelry [Unique] Psionic While equipped: offense ------ Mindpower +5 (+3 eff.) On-Hit 5 mind On-Ranged-Hit 5 mind other ------- See Stealth +10 See Invis +10 Blind-Fight: No penalty when attacking invisible/stealthed These opalescent orbs stare at you with deathly knowledge, undeceived by your vanities and pretences. They have lived and died through horrors you could never imagine, and now they lie strung in black chords watching every twitch of the shadows. If you close your eyes a moment, you can almost imagine what dread sights they see... |
Inventory
regeneration infusion of the wizard (heal 226; 13 cd) regeneration infusion of the wizard (heal 226; 13 cd)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 13 Usage Speed: Standard (100% of a turn) Is: a nature gift Description: Activate the infusion to heal yourself for 226 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 psychic (res 19%; magical; dur 2; cd 16) wild infusion of the psychic (res 19%; magical; dur 2; cd 16)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 16 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random magical effect and reduce all damage taken by 19% for 2 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Willpower 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 |
blink rune of the warrior (range 3; phase 12; cd 18) blink rune of the warrior (range 3; phase 12; cd 18)0.1 Encumbrance T1 rune scroll [Ego] Arcane When inscribed on your body: Range 3 Cooldown: 18 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to teleport up to 3 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 12%, your defense is increased by 12 and all your resistances by 12%. 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. |
shatter afflictions rune of the warrior (absorb 36; cd 17) shatter afflictions rune of the warrior (absorb 36; cd 17)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 17 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to instantly dissipate the energy of your ailments, cleansing all cross tier effects and 1 physical, mental, and magical effect. You use the dissipated energy to create a shield lasting 3 turns and blocking 36 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune (absorb 53; dur 4; cd 18) shielding rune (absorb 53; dur 4; cd 18)0.1 Encumbrance rune scroll [Normal] Arcane When inscribed on your body: Cooldown: 18 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 53 damage for 4 turns. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shielding rune of the warrior (absorb 89; dur 3; cd 14) shielding rune of the warrior (absorb 89; dur 3; cd 14)0.1 Encumbrance rune scroll [Ego] Arcane When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to create a protective shield absorbing at most 89 damage for 3 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. Press to compare to your current inscriptions |
cleansing copper amulet of healing cleansing copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature/Disrupt While equipped: defense ------ Resistance +12% nature +11% blight Healmod +11% Poison Resist +23% Disease Resist +24% Cut Resist +50% Heal: Puts all charms on 35 cooldown Effective talent level: 2.0 Power cost 35 out of 35/35. Range melee/personal Cooldown: 16 Travel.spd instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 194 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
copper ring of lightning (+20%) copper ring of lightning (+20%)0.1 Encumbrance T1 ring jewelry [Ego] Nature While equipped: offense ------ Damage +10% lightning defense ------ Resistance +20% lightning Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ring0.1 Encumbrance T1 ring jewelry [Ego] Psionic While equipped: Stats +3 Wil defense ------ Mind save +6 (+4 eff.) Rings make your fingers look great! |
savage's copper ring savage's copper ring0.1 Encumbrance T1 ring jewelry [Ego+] Master While equipped: Stats +2 Con defense ------ Spell save +11 (+6 eff.) other ------- Max stamina +12.00 Rings make your fingers look great! |
elm magestaff of channeling (100% power, 2 apr, fire element) elm magestaff of channeling (100% power, 2 apr, fire element)5.0 Encumbrance T1 staff 2H weapon [Ego+] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +12 (+4 eff.) Damage +10% fire other ------- Mana/turn +0.14 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 cooldown Staves designed for wielders of magic, by the greats of the art. |
elm magestaff of might (100% power, 2 apr, cold element) elm magestaff of might (100% power, 2 apr, cold element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +3 (+1 eff.) Damage +10% cold other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff 'Korochik' (100% power, 2 apr, light element) elm starstaff 'Korochik' (100% power, 2 apr, light element)5.0 Encumbrance T1 staff 2H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +4% Physical Power +5 (+3 eff.) Spellpower +3 (+1 eff.) Damage +10% light +18% physical Ignore resists +15% temporal defense ------ Armor +4 Physical save +5 (+3 eff.) Spell save +6 (+4 eff.) Mind save +6 (+4 eff.) other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm starstaff of illumination (100% power, 2 apr, darkness element) elm starstaff of illumination (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness defense ------ Defense +5 (+2 eff.) other ------- Light +2 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 1.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 6 that illuminates the area and deals 66.91 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff (100% power, 2 apr, darkness element) elm vilestaff (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Normal] Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
elm vilestaff of illumination (100% power, 2 apr, acid element) elm vilestaff of illumination (100% power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Ego] Nature Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +1% Spellpower +3 (+1 eff.) Damage +10% acid defense ------ Defense +6 (+3 eff.) other ------- Light +3 Talents +1 Command Staff Illuminate: Puts all charms on 6 cooldown Effective talent level: 2.0 Power cost 6 out of 6/6. Range melee/personal Cooldown: 14 Travel.spd instantaneous Is: a spell Description: Creates a globe of pure light within a radius of 7 that illuminates the area and deals 90.10 damage to all creatures. At level 3, it also blinds all who see it (except the caster) for 3 turns. Staves designed for wielders of magic, by the greats of the art. |
surging elm starstaff of might (100% power, 2 apr, darkness element) surging elm starstaff of might (100% power, 2 apr, darkness element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +7% Spellpower +3 (+1 eff.) Spellpower/crit +2 Damage +10% darkness other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
surging elm vilestaff of might (100% power, 2 apr, acid element) surging elm vilestaff of might (100% power, 2 apr, acid element)5.0 Encumbrance T1 staff 2H weapon [Ego] Arcane Weapon Damage 100% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.5% proc damage (max 250%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: offense ------ Spell Crit +6% Spellpower +3 (+1 eff.) Spellpower/crit +3 Damage +10% acid other ------- Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
hateful iron greatsword of phasing (114% power, 10 apr) hateful iron greatsword of phasing (114% power, 10 apr)3.0 Encumbrance T1 greatsword 2H weapon [Ego] Arcane/Psionic Weapon Damage 114% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +10 Critical Rate +2.5% Attack Speed 100% Phasing +14% On-hit +9 darkness Damage Against +9% Living Massive two-handed swords. |
iron greatsword 'Anosavon' (116% power, 1 apr) iron greatsword 'Anosavon' (116% power, 1 apr)3.0 Encumbrance T1 greatsword 2H weapon [Rare] Nature Weapon Damage 116% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +1 Critical Rate +2.5% Attack Speed 100% On-hit +10 nature While equipped: Stats +2 Mag +5 Wil +3 Con offense ------ Mindpower +5 (+3 eff.) other ------- Hate-on-crit +1.00 Infravision +1 Massive two-handed swords. |
Infernominister the steel greatsword (129% power, 16 apr) Infernominister the steel greatsword (129% power, 16 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Random Unique] Arcane/Psionic Weapon Damage 129% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +16 Critical Rate +3.0% Attack Speed 100% Phasing +14% On-Hit, radius 1 +4 fire On Hit: * Projects up to 3 attacks dealing 30% weapon damage to other random targets in range 7 as mind damage (1/turn) * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: offense ------ Ignore resists +10% light defense ------ Resistance +6% fire Massive two-handed swords. |
balanced steel greatsword of dampening (123% power, 2 apr) balanced steel greatsword of dampening (123% power, 2 apr)3.0 Encumbrance T2 greatsword 2H weapon Reqs Str 16 [Ego] Disrupt/Master Weapon Damage 123% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Accuracy +10 (+9 eff.) defense ------ Defense +9 (+4 eff.) Resistance +14% acid +12% lightning +13% cold +12% fire +5% all Spell save +9 (+5 eff.) Disarm Resist +36% Massive two-handed swords. |
iron longsword of crippling (103% power, 2 apr) iron longsword of crippling (103% power, 2 apr)3.0 Encumbrance T1 longsword 1H weapon [Ego+] Master Weapon Damage 104% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% On Crit: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +6.0% Sharp, long, and deadly. |
balanced iron mace of daylight (102% power, 2 apr) balanced iron mace of daylight (102% power, 2 apr)3.0 Encumbrance T1 mace 1H weapon [Ego] Arcane/Master Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +0.5% Attack Speed 100% On-hit +5 light Damage Against +9% Undead While equipped: offense ------ Accuracy +6 (+6 eff.) defense ------ Defense +5 (+2 eff.) Disarm Resist +21% Blunt and deadly. |
iron waraxe of amnesia (102% power, 2 apr) iron waraxe of amnesia (102% power, 2 apr)3.0 Encumbrance T1 waraxe 1H weapon [Ego+] Psionic Weapon Damage 102% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Hit: * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) One-handed war axes. |
Nerima (102% power, 5 apr) Nerima (102% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 102% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage While equipped: offense ------ Physical Crit +1.0% Ignore resists +10% mind Accuracy +5 (+5 eff.) defense ------ Resistance +2% physical Physical save +9 (+5 eff.) other ------- Stamina/turn +3.00 Sharp, short and deadly. |
iron dagger of massacre (115% power, 5 apr) iron dagger of massacre (115% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego] Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% Sharp, short and deadly. |
truestriking iron dagger (100% power, 5 apr) truestriking iron dagger (100% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Ego+] Master Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical Accuracy +7 (+7 eff.) Ignore Armor +5 Sharp, short and deadly. |
Erelozilachik the Offalspire (114% power, 6 apr) Erelozilachik the Offalspire (114% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 114% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Hit: * 25% chance for lightning to strike from the target to a second target dealing 71 damage On Crit: * Splash the target with acid dealing 119 damage over 5 turns and reducing armor and accuracy by 15 While equipped: offense ------ Ignore resists +5% nature When Hit 4 temporal defense ------ Resistance +3% nature Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% Sharp, short and deadly. |
inquisitor's steel dagger of erosion (101% power, 6 apr) inquisitor's steel dagger of erosion (101% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Disrupt Weapon Damage 101% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +7 nature On Crit: * Deals 51 Manaburn damage and puts 1 random spell talent on cooldown for 3 turns (checks Confusion immunity) Sharp, short and deadly. |
quick steel dagger of erosion (103% power, 6 apr) quick steel dagger of erosion (103% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 104% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature While equipped: Stats +1 Dex offense ------ Combat Speed +10% Accuracy +9 (+9 eff.) Sharp, short and deadly. |
steel dagger of erosion (109% power, 6 apr) steel dagger of erosion (109% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Nature Weapon Damage 109% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +5 nature Sharp, short and deadly. |
creative mossy mindstar of resolve (72% power, 12 apr, nature damage) creative mossy mindstar of resolve (72% power, 12 apr, nature damage)3.0 Encumbrance T1 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 72% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Nature Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +12 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Cun +3 Wil offense ------ Mind Crit +1% Critical power +7.00% Mindpower +2 (+1 eff.) defense ------ Spell save +3 (+2 eff.) other ------- Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
wyrm's vined mindstar of balance (85% power, 18 apr, mind damage) wyrm's vined mindstar of balance (85% power, 18 apr, mind damage)3.0 Encumbrance T2 mindstar 1H weapon Reqs Wil 16 [Ego+] Nature Weapon Damage 85% Range: 1.0x-1.1x Uses 50% Wil, 30% Cun Damage Mind Mastery Psiblades Accuracy Bonus +0.2% critical chance (max 25%) Accuracy Stat Wil Ignore Armor +18 Critical Rate +3.0% Attack Speed 100% While equipped: offense ------ Mind Crit +2% Mindpower +4 (+2 eff.) On-Hit 3 lightning 3 physical 3 fire 3 acid 4 cold defense ------ Resistance +3% lightning +2% physical +2% cold +3% fire +4% acid Physical save +3 (+2 eff.) Spell save +2 (+2 eff.) Mind save +3 (+2 eff.) other ------- Equi when Hit +0.50 Talents +1 Attune Mindstar Mindstars are natural products. Natural gems covered in living matter, they are used to focus the mental powers of all nature defenders and psionics. Using mindstars in the offhand does not incur the normal offhand damage penalty. |
iron steamsaw of erosion (100% power, 0 apr) iron steamsaw of erosion (100% power, 0 apr)3.0 Encumbrance T1 steamsaw 1H weapon Reqs Steam Pool [Ego] Nature/Steamtech Weapon Damage 100% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +1.5% Attack Speed 100% Block +10 On-hit +5 nature Uses 1.0 Steam While equipped: defense ------ Armor +2 Defense +2 (+1 eff.) Fatigue +4% other ------- Talents +1 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! |
windwalling steel steamsaw (65% power, 0 apr) windwalling steel steamsaw (65% power, 0 apr)3.0 Encumbrance T2 steamsaw 1H weapon Reqs Str 16 Steam Pool [Ego+] Psionic/Steamtech Weapon Damage 109% Range: 1.0x-1.5x Uses 100% Str Damage Phys.bleed Accuracy Bonus +0.2% critical chance (max 25%) Critical Rate +2.0% Attack Speed 100% Block +25 Uses 1.0 Steam Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: Stats +1 Wil defense ------ Armor +3 Defense +4 (+2 eff.) Fatigue +6% Resistance +11% physical Windwall +10 Slow Projectiles +15% other ------- Talents +1 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! |
Freezetyphoon Freezetyphoon4.0 Encumbrance T1 longbow 2H weapon Reqs Shoot [Rare] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +6 On-ranged-hit +9 lightning +4 cold On-Hit, radius 1 +8 acid On-crit, radius 2 +12 temporal On Hit: * 20% chance to gain 10% of a turn (3/turn limit) While equipped: offense ------ Damage +14% lightning When Hit 2 acid defense ------ Resistance +9% cold Longbows are used to shoot arrows at your foes. |
Smearwhisper the ash longbow Smearwhisper the ash longbow4.0 Encumbrance T2 longbow 2H weapon Reqs Shoot [Random Unique] Arcane Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 100% Range +7 On-ranged-hit +11 lightning +9 fire +12 nature +9 acid While equipped: offense ------ Damage +15% lightning +17% fire +12% acid Ignore resists +10% mind Longbows are used to shoot arrows at your foes. |
blazebringer's iron steamgun blazebringer's iron steamgun4.0 Encumbrance T1 steamgun 1H weapon Reqs Shoot Steam Pool [Ego+] Nature/Steamtech Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Attack Speed 100% Range +6 Projectile Speed +600% On-crit, radius 2 +8 fire Uses 2.0 Steam While equipped: offense ------ Global Speed +2% Ignore resists +6% fire Steamguns use bursts of steam directly injected in the barrel to propel metal shots with great force. |
pouch of steel shots of erosion (24/24, 123% power, 2 apr) pouch of steel shots of erosion (24/24, 123% power, 2 apr)3.0 Encumbrance T2 shot ammo [Ego] Nature Weapon Damage 123% Range: 1.0x-1.2x Uses 50% Cun, 70% Dex Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +2 Critical Rate +4.5% Capacity 24 On-ranged-hit +10 nature Shots are used with slings to pummel your foes to death. |
linen robe of life (0 def, 0 armour) linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego+] Nature While equipped: defense ------ Resistance +6% blight +7% all Life +40.00 Life Regen +1.90 Healmod +11% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
spellwoven linen robe of corrosion (+15%) (0 def, 0 armour) spellwoven linen robe of corrosion (+15%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego] Arcane/Nature While equipped: offense ------ Spell Crit +2% Spellpower +3 (+1 eff.) Damage +10% acid defense ------ Resistance +15% acid +7% all Spell save +17 (+9 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering woollen robe (0 def, 0 armour) shimmering woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Ego] Arcane While equipped: offense ------ Damage +10% arcane defense ------ Resistance +9% all other ------- Max mana +18.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Porevena the Stokeshine (3 def, 2 armour) Porevena the Stokeshine (3 def, 2 armour)9.0 Encumbrance T1 light armor [Rare] Master While equipped: offense ------ Damage +6% acid Ignore resists +10% acid defense ------ Armor +2 Defense +3 (+1 eff.) Fatigue +6% Resistance +15% lightning +3% fire +9% acid A suit of armour made of leather. |
rough leather armour of the deep (3 def, 3 armour) rough leather armour of the deep (3 def, 3 armour)9.0 Encumbrance T1 light armor [Ego+] Nature While equipped: defense ------ Armor +3 Defense +3 (+1 eff.) Fatigue +6% Resistance +5% acid +6% cold other ------- Breathe water A suit of armour made of leather. |
cleansing reinforced leather armour of cold resistance (12 def, 7 armour) cleansing reinforced leather armour of cold resistance (12 def, 7 armour)9.0 Encumbrance T4 light armor Reqs Str 18 [Ego] Disrupt/Master While equipped: defense ------ Armor +7 Defense +12 (+6 eff.) Fatigue +8% Resistance +14% blight +17% cold +10% nature A suit of armour made of leather. |
cleansing iron mail armour of command (8 def, 7 armour) cleansing iron mail armour of command (8 def, 7 armour)14.0 Encumbrance T1 heavy armor Reqs - Heavy armour training ,Str 14 [Ego+] Disrupt/Psionic While equipped: Stats +1 Cun defense ------ Armor +7 Defense +8 (+4 eff.) Fatigue +12% Resistance +11% nature +10% blight Mind save +11 (+6 eff.) A suit of armour made of mail. |
impenetrable steel mail armour of fire resistance (2 def, 11 armour) impenetrable steel mail armour of fire resistance (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +12% Resistance +18% fire A suit of armour made of mail. |
steel mail armour of implacability (2 def, 11 armour) steel mail armour of implacability (2 def, 11 armour)14.0 Encumbrance T2 heavy armor Reqs - Heavy armour training ,Str 20 [Ego+] Master While equipped: defense ------ Armor +11 Defense +2 (+1 eff.) Fatigue +7% Physical save +6 (+4 eff.) A suit of armour made of mail. |
iron plate armour (0 def, 7 armour) iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Normal] While equipped: defense ------ Armor +7 Fatigue +22% A suit of armour made of metal plates. |
iron plate armour (0 def, 7 armour) iron plate armour (0 def, 7 armour)17.0 Encumbrance T1 massive armor Reqs - Massive armour training ,Str 22 [Normal] While equipped: defense ------ Armor +7 Fatigue +22% A suit of armour made of metal plates. |
Vipergrinder Vipergrinder1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +1 Str +3 Mag offense ------ On-Hit (Melee): * 10% chance to slow global speed by 46% defense ------ Life Regen +0.90 Healmod +12% other ------- Infravision +3 See Invis +6 A belt that goes around your waist. |
noble's rough leather belt noble's rough leather belt1.0 Encumbrance T1 belt armor [Ego+] Master While equipped: Stats +3 Cun +3 Wil offense ------ Against +16% Summoned defense ------ Resist Against +16% Summoned A belt that goes around your waist. |
rough leather belt 'Blackhunt' rough leather belt 'Blackhunt'1.0 Encumbrance T1 belt armor [Rare] Master While equipped: Stats +2 Wil offense ------ On-Hit (Melee): * 20% chance to reduce damage dealt by 17% defense ------ Defense +10 (+5 eff.) Stealth +6 other ------- See Invis +3 A belt that goes around your waist. |
Aroseth (16 def, 2 armour) Aroseth (16 def, 2 armour)2.0 Encumbrance T1 cloak armor [Rare] Arcane While equipped: Stats +2 Mag +2 Wil offense ------ Physical Crit +2.0% Damage +3% arcane defense ------ Armor +2 Defense +16 (+8 eff.) Resistance +1% physical Spell save +6 (+4 eff.) other ------- Max mana +43.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
regal linen cloak of Iron Throne (1 def, 0 armour) regal linen cloak of Iron Throne (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Ego] Master/Psionic While equipped: Stats +1 Str +2 Wil +1 Con defense ------ Defense +1 (+0 eff.) Mind save +6 (+4 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Layyba the Serpentsin (0 def, 2 armour) Layyba the Serpentsin (0 def, 2 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: offense ------ Ignore resists +5% darkness defense ------ Armor +2 Resistance +6% acid +15% cold +3% nature other ------- Infravision +1 A pair of boots made of leather. |
insulating pair of rough leather boots of tirelessness (0 def, 1 armour) insulating pair of rough leather boots of tirelessness (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego] Master While equipped: defense ------ Armor +1 Resistance +6% fire +7% cold other ------- Stamina/turn +0.40 Max stamina +13.00 A pair of boots made of leather. |
Isowyn the pair of iron boots (0 def, 3 armour) Isowyn the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +6% mind defense ------ Armor +3 Fatigue +2% Resistance +5% fire +6% cold Crit Resistance 5.00% other ------- Light +2 See Invis +6 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Issurabar the pair of iron boots (0 def, 5 armour) Issurabar the pair of iron boots (0 def, 5 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: Stats +1 Dex defense ------ Armor +5 Fatigue +2% Crit Resistance 10.00% other ------- Light +3 Infravision +1 See Invis +12 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Shadowwither the pair of iron boots (0 def, 3 armour) Shadowwither the pair of iron boots (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Rare] Master While equipped: offense ------ Damage +3% fire defense ------ Armor +3 Fatigue -2% Resistance +3% lightning +6% darkness Physical save +5 (+3 eff.) Mind save +6 (+4 eff.) Unlife -20.00 life Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% other ------- Encumbrance +21 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
pair of iron boots of phasing (0 def, 3 armour) pair of iron boots of phasing (0 def, 3 armour)3.0 Encumbrance T1 feet armor Reqs - Heavy armour training [Ego+] Arcane While equipped: Stats +2 Mag +3 Wil defense ------ Armor +3 Fatigue +2% Blink to a nearby random location (rad 7) Puts all charms on 25 cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Flamewrought (0 def, 2 armour) Flamewrought (0 def, 2 armour)1.0 Encumbrance T1 hands armor [Unique] Nature While equipped: Stats +2 Cun +3 Wil offense ------ Mindpower +2 (+1 eff.) Damage +5% fire defense ------ Armor +2 Resistance +10% fire Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Flamespit: Effective talent level: 3.0 Power cost 8 out of 24/24. Range 10 Travel.spd instantaneous Is: a nature gift Description: Spits a bolt of fire, doing 42.62 fire damage. The damage will increase with your Mindpower. These gloves seems to be made out of the exoskeletons of ritches. They are hot to the touch. |
Manachik the rough leather gloves (5 def, 1 armour) Manachik the rough leather gloves (5 def, 1 armour)1.0 Encumbrance T1 hands armor [Rare] Nature While equipped: Stats +1 Dex offense ------ Physical Crit +1.0% On-Hit 6 acid Damage +12% acid defense ------ Armor +1 Defense +5 (+2 eff.) Resistance +6% acid 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 Encumbrance T1 hands armor Reqs - Heavy armour training [Unique] Disrupt/Master While equipped: Stats +2 Cun +2 Wil offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +5% nature Ignore resists +5% nature defense ------ Armor +2 Defense +1 (+0 eff.) Spell save +4 (+3 eff.) Life +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. |
cleansing linen wizard hat (1 def, 0 armour) cleansing linen wizard hat (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Disrupt While equipped: defense ------ Defense +1 (+0 eff.) Resistance +6% nature +6% blight A pointy cloth hat, very wizardly... |
linen wizard hat of darkness (+15%) (1 def, 0 armour) linen wizard hat of darkness (+15%) (1 def, 0 armour)2.0 Encumbrance T1 head armor [Ego] Arcane While equipped: offense ------ Damage +10% darkness defense ------ Defense +1 (+0 eff.) Resistance +15% darkness A pointy cloth hat, very wizardly... |
Fogking (5 def, 1 armour) Fogking (5 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +3 Dex offense ------ Damage +15% darkness Ignore resists +15% darkness On-Hit (Melee): * 10% chance to reduce damage dealt by 17% defense ------ Armor +1 Defense +5 (+2 eff.) Fatigue +1% Resistance +9% fire A cap made of leather. |
Neribremira (1 def, 0 armour) Neribremira (1 def, 0 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: offense ------ Ignore resists +10% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 20 defense ------ Defense +1 (+0 eff.) Resistance +6% fire +6% cold Spell save +9 (+5 eff.) A pointy cloth hat, very wizardly... |
prismatic iron helm of dexterity (+2) (0 def, 3 armour) prismatic iron helm of dexterity (+2) (0 def, 3 armour)3.0 Encumbrance T1 head armor Reqs - Heavy armour training [Ego] Nature/Master While equipped: Stats +2 Dex defense ------ Armor +3 Fatigue +5% Resistance +11% light +11% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
spinel spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Item imbue powers: Defense +2 (+1 eff.) Physical save +2 (+2 eff.) Spell save +2 (+2 eff.) Mind save +2 (+2 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
6 ametrine 6 ametrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Item imbue powers: Physical Crit +1.0% Spell Crit +1% Mind Crit +1% Damage +2% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
zircon zircon0.0 Encumbrance T1 yellow gem [Normal] While equipped: Armor +1 Resistance +1% all Item imbue powers: Armor +1 Resistance +1% all Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
Crystal Focus Crystal Focus0.0 Encumbrance T2 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag Damage +20% arcane +20% blight (The created item can be activated to recover the Focus.) Latent Damage Type: Arcane Combine with a weapon (makes a non enchanted weapon into an artifact). Uses 1 power out of 1/1 This crystal radiates the power of the Spellblaze itself. |
242 alchemist agate 242 alchemist agate0.0 Encumbrance T1 black alchemist-gem [Normal] When used as an alchemist bomb: Bomb damage +5% Gems can be sold for money or used in arcane rituals. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern brass lantern2.0 Encumbrance T1 lite [Normal] While equipped: other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
brass lantern of clarity brass lantern of clarity2.0 Encumbrance T1 lite [Ego] Psionic While equipped: defense ------ Mind save +6 (+4 eff.) other ------- Light +3 See Stealth +6 See Invis +6 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
void-walker's brass lantern void-walker's brass lantern2.0 Encumbrance T1 lite [Ego+] Arcane While equipped: defense ------ Resistance +6% cold +6% temporal Out-of-Phase Defense +11 Out-of-Phase Resistance +12% Out-of-Phase Resilience +11% other ------- Light +3 A brass container with a wick emerging from it, protected from draughts by a sheet of greased paper. It can be carried by a handle. |
Flashblood (dig speed 40 turns) Flashblood (dig speed 40 turns)3.0 Encumbrance T1 digger tool [Rare] Nature While equipped: Stats +1 Str +3 Wil +1 Cun offense ------ Damage +6% nature +3% lightning Ignore resists +5% cold defense ------ Resistance +11% nature Mind save +3 (+2 eff.) While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe 'Korelegorn' (dig speed 28 turns) iron pickaxe 'Korelegorn' (dig speed 28 turns)3.0 Encumbrance T1 digger tool [Rare] Master While equipped: Stats +3 Str +3 Wil +1 Con other ------- Light +1 Infravision +1 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification Chest2.0 Encumbrance sher'tul chest [Plot Item] Unknown While carried: Transmogrify all the items in your chest at once (also done automatically when you change level). Uses 0 power out of 1000/1000 This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (1/1) Rod of Recall (1/1)2.0 Encumbrance rod charm [Plot Item] Unknown Recall the user to the worldmap after 40 turns. Uses 202 power out of 400/400 This rod is made entirely of voratun, infused with raw magical energies that can bend space itself. You have heard of such items before. They are very useful to adventurers, allowing faster travel. |
iron torque of clear mind 'Fogclamor' [power 1] (25 cooldown) iron torque of clear mind 'Fogclamor' [power 1] (25 cooldown)2.0 Encumbrance T1 torque charm [Rare] Psionic While equipped: offense ------ Damage +3% darkness defense ------ Armor +4 Defense +15 (+7 eff.) Resistance +6% lightning Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 cooldown 100% to cleanse 1 total effects of type disease, wound, or poison. Torques are made by powerful psionics to store psionic powers. |
elm totem of summon tentacle [power 100] (25 cooldown) elm totem of summon tentacle [power 100] (25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 212 Base Damage: 111 Armor: 2 All Resist: 3 Puts all charms on 25 cooldown Natural totems are made by powerful wilders to store nature power. |
supercharged elm totem of healing [power 140] (18 cooldown) supercharged elm totem of healing [power 140] (18 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 140 Puts all charms on 18 cooldown Natural totems are made by powerful wilders to store nature power. |
Achievements
By Street Corner Preacher the Cornac Cultist of Entropy level 10
7th Dusk 122nd year of Ascendancy at 06:08 see stats
By Street Corner Preacher the Cornac Cultist of Entropy level 9
3rd Dusk 122nd year of Ascendancy at 03:23 see stats
Log
Street Corner Preacher loses 11 health to the entropy.
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Street Corner Preacher loses 11 health to the entropy.
Street Corner Preacher loses 11 health to the entropy.
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Street Corner Preacher uses Infusion: Healing.
Street Corner Preacher receives 131 healing from Infusion: Healing.
Resting starts...
Street Corner Preacher's is no longer wasting away.
A void star appears around Street Corner Preacher.
Rested for 4 turns (stop reason: all resources and life at maximum).
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Talent Infusion: Healing is ready to use.
Street Corner Preacher picks up ( .): Crystal Focus.
Street Corner Preacher picks up (m.): psionicist's copper ring.
Street Corner Preacher picks up (D.): iron dagger of massacre (115% power, 5 apr).
Street Corner Preacher picks up (B.): balanced iron mace of daylight (102% power, 2 apr).
Lore found: Crystal Focus
You can read all your collected lore in the game menu, by pressing Escape.
Ran for 9 turns (stop reason: dialog is displayed).
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Street Corner Preacher picks up ( .): linen wizard hat of darkness (+15%) (1 def, 0 armour).
There is a ladder to the previous level here (press '' or right click to use).
There is a ladder to the previous level here (press '' or right click to use).
Ran for 33 turns (stop reason: at exit).