Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | Ashes of Urh'Rok 1.7.4Official Expansion!Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Their Fearscape floats far above the skies, watching and waiting, but not idly; their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok?
Features:
Items Vault 1.7.6Donators/Buyers bonus! 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. Possessor Bonus Class 1.7.4Donators/Buyers bonus! Embers of Rage 1.7.4Official Expansion!One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor. The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal. The few remnants of the ravaged Prides are caged... but one Pride remains. Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom. The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal. Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes. Features:
Forbidden Cults 1.7.4Official Expansion!Not all adventurers seek fortune, not all that defend the world have good deeds in mind. Forbidden Cults is a big expansion for Tales of Maj'Eyal to let you explore the horrors that lurk beneath the surface, to delve in long lost knowledge and lore and as usual to die a lot!
Both those classes use a new resource called Insanity that gradually makes you both more chaotic and powerful as it fills up.
|
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Higher |
Class | Marauder |
Level / Exp | 32 / 58% |
Size | medium |
Lifes / Deaths | Killed by orc cryomancer at level 32 on the 71st Haze 123rd year of Ascendancy at 15:46 / 1 |
Primary Stats
Strength | 76 (base 60) |
Dexterity | 71 (base 60) |
Constitution | 14 (base 10) |
Magic | 22 (base 10) |
Willpower | 27 (base 10) |
Cunning | 47 (base 18) |
Resources
Life | -321/666 |
Stamina | 57/236 |
Healing Factor | 1.0372895330003 |
Regeneration | 4.4084805152514 |
Speed
Mental | +9.9920072216264E-13% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 11 |
Lite | 11 |
Infravision | 1 |
See Stealth | 8 |
See Invisible | 19 |
Offense: Mainhand
Damage | 110 |
Accuracy | 71 |
Crit Chance | 29% |
APR | 30 |
Speed | 1.00 |
Offense: Offhand
Damage | 69 |
Accuracy | 71 |
Crit Chance | 36% |
APR | 41 |
Speed | 0.90 |
Offense: Spell
Spellpower | 25 |
Crit Chance | 12% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 16% |
Speed | 1 |
Offense: Damage Bonus
Acid | +11% |
Physical | +75% |
Cold | +29% |
All | +5% |
Darkness | +11% |
Light | +22% |
Lightning | +24% |
Fire | +17% |
Mind | +11% |
Offense: Damage Penetration
Mind | +50% |
All | +25% |
Defense: Base
Armour (hardiness) | 8 (58.594633868923%) |
Defense | 77 |
Ranged Defense | 77 |
Fatigue | 0 |
Physical Save | 40 |
Spell Save | 25 |
Mental Save | 34 |
Defense: Resistances
Acid | + 27%( 70%) |
Blight | + 19%( 70%) |
Arcane | + 23%( 70%) |
Cold | + 34%( 70%) |
All | + 17%( 70%) |
Lightning | + 23%( 70%) |
Light | + 19%( 70%) |
Physical | + 29%( 70%) |
Fire | + 31%( 70%) |
Nature | + 19%( 70%) |
Defense: Immunities
Disarm Resistance | 100% |
Bleed Resistance | 10% |
Confusion Resistance | 75% |
Stun Resistance | 99% |
Instadeath Resistance | 100% |
Blind Resistance | 51% |
Inscriptions (4/4)
Runes | Effective talent level: 1.0 Rune: StormshieldUse mode: Activated Range: melee/personal Cooldown: 15 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to summon a protective storm around you for 4 turns. While active the storm will completely block all damage over 37 up to 6 times. Its effects scale with your Cunning stat. |
Runes | Effective talent level: 1.0 Rune: Shatter AfflictionsUse mode: Activated Range: melee/personal Cooldown: 13 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 69 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. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 11 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 182 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Dexterity stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse mode: Activated Range: melee/personal Cooldown: 9 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to increase movement speed by 655% for 1 game turn. You gain 100% stun, daze, and pin immunity during the effect. Any actions other than movement will cancel the effect. Note: since you will be moving very fast, game turns will pass very slowly. Its effects scale with your Constitution stat. |
Class Talents
Technique / Bloodthirst | 1.00 |
| 2/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Technique / Duelist | 1.30 |
| 2/5 |
| 1/5 |
| 1/5 |
| 2/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 3/5 |
| 1/5 |
| 1/5 |
| 3/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 2/5 |
| 0/5 |
| 0/5 |
Technique / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 4/5 |
| 4/5 |
Technique / Throwing knives | 1.00 |
| 3/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Higher | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Combat training | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 2/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 2/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a graveYou searched for Celia in the graveyard near Last Hope, and found a note. In it, Celia reveals that she has been conducting experiments in the dark arts, in an attempt to extend her life... also, she is pregnant. | active |
Escort the injured seer to the recall portal on level 4 of Dreadfell. Escort: injured seer (level 4 of Dreadfell) | active |
You successfully escorted the lost defiler to the recall portal on level 2 of Dreadfell. Escort: lost defiler (level 2 of Dreadfell)As a reward you improved Cunning by +5. | done |
You failed to protect the lost defiler from death by Mayonor the large white snake. Escort: lost defiler (level 2 of Old Forest) | failed |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Daikara. Escort: lost sun paladin (level 2 of Daikara)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You abandoned temporal explorer, to death. Escort: temporal explorer (level 4 of Old Forest) | failed |
You have found all the clues leading to the hidden treasure. There should be a way on the third level of the Trollmire. Hidden treasureIt looks extremely dangerous, however - beware. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You have explored the Daikara and vanquished the huge ice dragon that dwelled there. | done |
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 Shade. | done |
You found notes from an explorer inside the Old Forest. He spoke about Sher'Tul ruins sunken below the surface of the lake of Nur, at the forest's center. Sher'Tul FortressWith one of the notes there was a small gem that looks like a key. * You used the key inside the ruins of Nur and found a way into the fortress of old. * The Weirdling Beast is dead, freeing the way into the fortress itself. * You have activated what seems to be a ... butler? with your rod of recall. | active |
As you approached Derth you saw a huge dark cloud over the small town. Storming the cityWhen you entered you were greeted by an army of air elementals slaughtering the population. * You have dispatched the elementals but the cloud lingers still. You must find a powerful ally to remove it. There are rumours of a secret town in the mountains, to the southwest. You could also check out the Ziguranth group that is supposed to fight magic. * You have learned the real threat comes from a rogue Archmage, a Tempest named Urkis. The mages of Angolwen are ready to teleport you there. * You have slain Urkis. Return to Angolwen or Zigur for a reward. | done |
Various alchemists around Maj'Eyal are competing to gain entry into the great Brotherhood of Alchemists, and one or more have enlisted your aid. The Brotherhood of AlchemistsStire of Derth needs your help making an elixir of precision. He has given you some notes on the ingredients: * You've found the needed pouch of bone giant dust. * You've found the needed sandworm tooth. * You've found the needed warg claw. Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * You've found the needed black mamba head. * 'Needed: one ritch stinger. Keep as much venom in it as possible.' * You've found the needed snow giant kidney. Agrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * You've found the needed vial of elder vampire blood. * You've found the needed vial of greater demon bile. 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 length of troll intestine. * You've found the needed bear paw. * 'Needed: one pouch of luminous horror dust. Not to be confused with radiant horrors. If you encounter the latter, then I suppose there are always more adventurers.' | active |
You have heard that near the Charred Scar, to the south, lies a ruined tower known as the Dreadfell. The Island of DreadThere are disturbing rumors of greater undead, and nobody who reached it ever returned. Perhaps you should explore it and find the truth, and the treasures, for yourself! | active |
You were asked to prove your worth as a fighter by a rogue, in order to participate in the arena The agent of the arena | done |
You met a half-mad lumberjack fleeing a small village, rambling about an untold horror lurking there, slaughtering people. The beast within4 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided you cannot let slavers continue their dirty work and destroyed them! | done |
You heard a plea for help and decided to investigate... Trapped!Only to find yourself trapped inside an unknown tunnel complex. | done |
Equipment
On feet | Zatir (0 def, 4 armour) Zatir (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Rare] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Critical power +10.00% Physical Power +5 (+1 eff.) Damage +12% physical Ignore Armor +2 On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Armor +4 Fatigue +3% Physical save +8 (+2 eff.) Spell save +8 (+4 eff.) Mind save +8 (+4 eff.) Unlife -60.00 life Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Infernoarc the alchemist's lamp Infernoarc the alchemist's lamp1.0 Encumbrance T3 lite [Rare] Master While equipped: Stats +4 Cun offense ------ Mind Crit +4% Damage +6% mind +6% fire Ignore resists +25% mind defense ------ Blind Resist +26% Confus Resist +16% other ------- Light +8 See Stealth +8 See Invisibility +10 Track: Puts all charms on 40 turn cooldown Effective talent level: 2.6 Power cost 40 out of 40/40. Range melee/personal Cooldown: 20 Travel.spd instantaneous Description: Sense foes around you in a radius of 19 for 5 turns. The radius will increase with your Cunning. A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | cashmere wizard hat 'Chaligrim' (2 def, 0 armour) cashmere wizard hat 'Chaligrim' (2 def, 0 armour)2.0 Encumbrance T3 head armor [Rare] Psionic While equipped: Stats +5 Str +4 Wil +4 Cun +4 Con offense ------ Mindpower +5 (+2 eff.) Damage +6% physical Accuracy +20 (+5 eff.) Ignore Armor +2 defense ------ Defense +2 (+0 eff.) Physical save +6 (+2 eff.) A pointy cloth hat, very wizardly... |
On hands | Fists of the Desert Scorpion (8 def, 4 armour) Fists of the Desert Scorpion (8 def, 4 armour)1.5 Encumbrance T3 hands armor [Unique] Master/Psionic While equipped: Stats +3 Str +3 Wil +3 Cun offense ------ Mindpower +3 (+1 eff.) Damage +8% physical defense ------ Armor +4 Defense +8 (+2 eff.) Disarm Resist +40% other ------- Masteries +0.20 Technique/Grappling Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Mindhook: Effective talent level: 4.0 Power cost 16 out of 24/24. Range 6 Cooldown: 9 Travel.spd instantaneous Is: a mind power Description: Briefly extend your telekinetic reach to grab an enemy, haul them towards you and daze them for 1 turn. Works on enemies up to 6 squares away. The cooldown decreases, and the range increases, with additional talent points spent. These wickedly spiked gauntlets belonged to an orc captain in the Age of Pyre who conquered the western sands, using them as a base to lay raids on Elvala to the south. Known as The Scorpion, he seemed unconquerable in battle, able to pull enemies towards him with vicious mental force and lay down lethal blows on them. Often a flurry of these yellow and black gauntlets would be the last thing great Shaloren mages would see before having the life crushed from them. Finally The Scorpion was defeated by the alchemist Nessylia, who went to face the fiendish orc alone. The captain pulled the elf towards him with a brutish cackle, but before he could batter the life from her flesh she tore off her robes, revealing eighty incendiary bombs strapped to her flesh. With a spark from her fingers she triggered an explosion that could be seen for miles around. To this day Nessylia is still remembered in song for the sacrifice of her immortal life to protect her people. |
Tool | Prismhack the stralite torque of psionic shield [power 119] (26/25 cooldown) Prismhack the stralite torque of psionic shield [power 119] (26/25 cooldown)2.0 Encumbrance T4 torque charm [Random Unique] Psionic While equipped: Stats +2 Dex +3 Mag +2 Cun defense ------ Resistance +3% light other ------- Light +1 See Invisibility +9 Setup a psionic shield, reducing all damage taken by 119 for 5 turns Puts all charms on 25 turn cooldown 100% to increase all damage by 13% for 2 turns. 100% to increase all damage penetration by 18% for 2 turns. 100% to reduce fatigue by 41% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | gold quartz ring gold quartz ring0.1 Encumbrance T3 ring jewelry [Ego+] Master While equipped: offense ------ Accuracy +10 (+3 eff.) Ignore Armor +10 defense ------ Defense +10 (+2 eff.) Stun Resist +30% Disengage: Puts all charms on 10 turn cooldown Effective talent level: 2.6 Power cost 10 out of 10/10. Range 7 Cooldown: 10 Travel.spd instantaneous Description: Jump back up to 5 grids from your target, springing over any creatures in your way. You must disengage in a nearly straight line directly away from your target (which you must be able to see). After moving, you gain 159% increased movement speed for 3 turns (which ends if you take any actions other than movement), and you may reload your ammo (if any). The extra speed and maximum distance you can move are reduced by your Fatigue level. Rings make your fingers look great! |
On fingers | steel quartz ring steel quartz ring0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: offense ------ Physical Power +9 (+2 eff.) Spellpower +9 (+5 eff.) Mindpower +5 (+2 eff.) Damage +5% all defense ------ Stun Resist +30% Rings make your fingers look great! |
Around neck | Xerovena the copper amulet Xerovena the copper amulet0.1 Encumbrance T1 amulet jewelry [Rare] Arcane While equipped: offense ------ On-Hit 6 light 6 darkness Damage +9% physical +5% light +6% darkness Accuracy +20 (+5 eff.) When Hit: * 7% chance to reduce damage dealt by 19% * 6% chance to blind defense ------ Resistance +3% nature Blind Resist +10% Confus Resist +10% Amulets make your neck look great! |
In main hand | balanced stralite dagger of rage (133% power, 9 apr) balanced stralite dagger of rage (133% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +1 Str offense ------ Damage +8% physical Accuracy +16 (+4 eff.) defense ------ Defense +7 (+1 eff.) Disarm Resist +28% Sharp, short and deadly. |
Around waist | Blazepall the rough leather belt Blazepall the rough leather belt1.0 Encumbrance T1 belt armor [Rare] Arcane While equipped: offense ------ Physical Crit +3.0% Damage +12% light +6% physical defense ------ Fatigue -5% Unlife -80.00 life other ------- Encumbrance +21 Light +2 A belt that goes around your waist. |
In off hand | Swordbreaker (129% power, 20 apr) Swordbreaker (129% power, 20 apr)1.0 Encumbrance T3 dagger 1H weapon [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 50% Cun, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +20 Critical Rate +15.0% Attack Speed 111% On Critical: * Breaks enemy weapon. While equipped: Stats +8 Cun +8 Dex defense ------ Hardiness +20% Defense +15 (+3 eff.) Physical save +15 (+5 eff.) Disarm Resist +50% other ------- Talents +1 Dagger Block Can block like a shield, potentially disarming the enemy. This ordinary blade is made of fine, sturdy voratun and outfitted with jagged hooks along the edge. This simple appearance belies a great power - the hooked maw of this dagger broke many a blade and the stride of many would-be warriors. |
Cloak | Betalle (26 def, 0 armour) Betalle (26 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: defense ------ Defense +26 (+5 eff.) Resistance +3% blight +3% fire Life +30.00 Life Regen +4.00 Cut Resist +10% Out-of-Phase Defense +5 Out-of-Phase Resistance +5% Out-of-Phase Resilience +5% A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | stormwoven silk robe of alchemy (0 def, 0 armour) stormwoven silk robe of alchemy (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego++] Arcane/Nature While equipped: Stats +6 Str +8 Mag +5 Wil offense ------ Damage +19% lightning +21% physical +6% fire +24% cold +6% acid defense ------ Resistance +7% lightning +14% physical +12% acid +20% cold +14% fire +13% all other ------- Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
healing infusion of the warrior (heal 192; cd 12) healing infusion of the warrior (heal 192; cd 12)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 12 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 192 then cleanse 1 wound, poison, and disease effect. Its effects scale with your Strength stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
wild infusion of the wizard (res 21%; mental, physical; dur 3; cd 14) wild infusion of the wizard (res 21%; mental, physical; dur 3; cd 14)0.1 Encumbrance infusion scroll [Ego] Nature When inscribed on your body: Cooldown: 14 Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to cure yourself of one random mental and physical effect and reduce all damage taken by 21% for 3 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Magic stat. Inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
Rune of Dissipation ( ) Rune of Dissipation ( )0.1 Encumbrance rune scroll [Unique] Arcane When inscribed on your body: Range 10 Cooldown: 20 Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to remove 8 beneficial magical sustains from an enemy target or all magical debuffs from you. Inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
grounding gold amulet of dexterity (+5) =more stun res?= grounding gold amulet of dexterity (+5) =more stun res?=0.1 Encumbrance T3 amulet jewelry [Ego] Nature While equipped: Stats +5 Dex defense ------ Resistance +12% lightning Stun Resist +20% Amulets make your neck look great! |
serendipitous copper amulet serendipitous copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Nature While equipped: Stats +6 Lck offense ------ Accuracy +7 (+2 eff.) defense ------ Defense +7 (+1 eff.) Resist unseen 10% Amulets make your neck look great! |
starseer's copper amulet starseer's copper amulet0.1 Encumbrance T1 amulet jewelry [Ego+] Arcane While equipped: Stats +1 Mag offense ------ Spell Crit +3% Spellpower +3 (+2 eff.) Damage +4% darkness +5% temporal +5% light +5% physical Amulets make your neck look great! |
Glowcut the steel ring =4 mag= Glowcut the steel ring =4 mag=0.1 Encumbrance T2 ring jewelry [Rare] Arcane While equipped: Stats +6 Wil +4 Mag offense ------ Spell Crit +4% Spellpower/crit +6 Ignore resists +10% blight defense ------ Resistance +9% light Spell save +8 (+4 eff.) other ------- Max mana +40.00 Rings make your fingers look great! |
Wheel of Fate Wheel of Fate0.1 Encumbrance T2 ring jewelry [Unique] Arcane While equipped: Re-generate the item with random stats. Can only be done three levels after the last reroll. Cannot be unequipped unless a reroll is available, or you are level 50. Uses 1 power out of 1/1 "This isn't what I wished for!" - Howar Muransk, Cornac demonologist. This band of gothic obsidian menaces with an embossed image of a grinning skull. It beckons you to tempt fate and put it on. Do you? |
conjurer's copper ring of perseverance conjurer's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Mag +5 Wil offense ------ Spellpower +5 (+3 eff.) defense ------ Life Regen +2.00 Stun Resist +23% Rings make your fingers look great! |
conjurer's steel ring =5 mag= conjurer's steel ring =5 mag=0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spellpower +6 (+3 eff.) Rings make your fingers look great! |
copper lapis lazuli ring copper lapis lazuli ring0.1 Encumbrance T1 ring jewelry [Ego++] Psionic While equipped: Stats +6 Cun +4 Wil offense ------ Mindpower +6 (+3 eff.) On-Hit 6 physical On-Ranged-Hit 6 physical On-Hit (Melee): * 11% chance to reduce all saves and defense by 23 On-Hit (Ranged): * 11% chance to reduce all saves and defense by 23 defense ------ Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) other ------- Hate-on-crit +2.00 Max hate +6.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 2.6 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 150% weapon damage. If the attack hits, the target will bleed for 287% weapon damage over 7 turns, and all healing will be reduced by 53%. Rings make your fingers look great! |
copper ring copper ring0.1 Encumbrance T1 ring jewelry [Normal] Rings make your fingers look great! |
gladiator's steel ring =5 con= gladiator's steel ring =5 con=0.1 Encumbrance T2 ring jewelry [Ego+] Master While equipped: Stats +5 Str +5 Con offense ------ Physical Power +7 (+1 eff.) Rings make your fingers look great! |
gold ring 'Aduvea' =6 con= gold ring 'Aduvea' =6 con=0.1 Encumbrance T3 ring jewelry [Rare] Master While equipped: Stats +6 Str +3 Wil +6 Con offense ------ Mind Crit +2% Physical Power +8 (+2 eff.) Mindpower +20 (+8 eff.) When Hit 6 mind other ------- Max psi +20.00 Rings make your fingers look great! |
savior's copper ring of perseverance savior's copper ring of perseverance0.1 Encumbrance T1 ring jewelry [Ego] Master While equipped: defense ------ Physical save +6 (+2 eff.) Spell save +7 (+3 eff.) Mind save +7 (+3 eff.) Life Regen +2.00 Stun Resist +22% Rings make your fingers look great! |
Halonarineg (116% power, 7 apr) Halonarineg (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Arcane/Master Weapon Damage 116% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +7 Critical Rate +6.0% Attack Speed 100% On-hit +8 physical On-Hit, radius 1 +6 fire On Hit: 20% Curse of Vulnerability level 3 While equipped: offense ------ Critical power +5.00% Damage +9% acid +6% physical Ignore resists +7% all Accuracy +7 (+2 eff.) Ignore Armor +5 Sharp, short and deadly. |
Lisewen the iron dagger (100% power, 5 apr) =3 con= Lisewen the iron dagger (100% power, 5 apr) =3 con=1.0 Encumbrance T1 dagger 1H weapon [Rare] Arcane Weapon Damage 100% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +4 mind On-Hit, radius 1 +12 mind On Hit: * 25% chance for lightning to strike from the target to a second target dealing 41 damage While equipped: Stats +2 Str +3 Con offense ------ Mindpower +25 (+10 eff.) other ------- Light +1 Sharp, short and deadly. |
Seardredge the steel dagger (115% power, 6 apr) =stun res= Seardredge the steel dagger (115% power, 6 apr) =stun res=1.0 Encumbrance T2 dagger 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-Hit, radius 1 +8 fire On-crit, radius 2 +8 fire While equipped: defense ------ Resistance +12% lightning +18% cold +3% nature Life +80.00 Stun Resist +20% Knockbk Resist +20% Sharp, short and deadly. |
Unerring Scalpel (111% power, 25 apr) Unerring Scalpel (111% power, 25 apr)1.0 Encumbrance T1 dagger 1H weapon [Unique] Arcane Weapon Damage 111% Range: 1.0x-1.3x Uses 45% Str, 55% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +25 Attack Speed 100% Ignore Shields +50% While equipped: offense ------ Accuracy +20 (+5 eff.) Blind-Fight: No penalty when attacking invisible/stealthed This scalpel was used by the dread sorcerer Kor'Pul when he began learning the necromantic arts in the Age of Dusk. Many were the bodies, living and dead, that became unwilling victims of his terrible experiments. |
Xelle (115% power, 5 apr) Xelle (115% power, 5 apr)1.0 Encumbrance T1 dagger 1H weapon [Rare] Master Weapon Damage 115% Range: 1.0x-1.3x Uses 50% Dex, 50% Str Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +5 Critical Rate +4.0% Attack Speed 100% On-hit +8 mind While equipped: Stats +1 Cun +1 Wil offense ------ On-Hit (Melee): * 20% chance to reduce armor by 24% Sharp, short and deadly. |
balanced steel dagger of crippling (104% power, 6 apr) balanced steel dagger of crippling (104% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego+] Master Weapon Damage 105% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On Critical: * Cripple the target reducing mind, spell, and combat action speeds by 30% While equipped: offense ------ Physical Crit +7.0% Accuracy +6 (+2 eff.) defense ------ Defense +6 (+1 eff.) Disarm Resist +23% Sharp, short and deadly. |
enhanced stralite dagger (134% power, 9 apr) enhanced stralite dagger (134% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature Weapon Damage 134% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +9 Critical Rate +8.0% Attack Speed 100% While equipped: Stats +3 Str +6 Dex +4 Mag +4 Wil +4 Cun +7 Con Sharp, short and deadly. |
flaming steel dagger of vileness (107% power, 6 apr) flaming steel dagger of vileness (107% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Ego] Arcane Weapon Damage 107% Range: 1.0x-1.3x Uses 50% Str, 50% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +6 Critical Rate +5.0% Attack Speed 100% On-hit +9 blight On-Hit, radius 1 +7 fire On Hit: * 5% chance to reduce strength, dexterity, and constitution by 15 Sharp, short and deadly. |
Getyrovor the dwarven-steel longsword (139% power, 4 apr) Getyrovor the dwarven-steel longsword (139% power, 4 apr)3.0 Encumbrance T3 longsword 1H weapon [Random Unique] Master/Psionic Weapon Damage 139% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% Ignore Shields +10% On-hit +16 mind On Hit: * 24% chance to reduce all saves and defense by 23 On Critical: * Wound the target dealing 247 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +3 Mag +4 Wil +5 Cun offense ------ Physical Crit +10.0% Critical power +5.00% Physical Power +10 (+2 eff.) defense ------ Spell save +12 (+6 eff.) other ------- Max mana +40.00 Sharp, long, and deadly. |
Veluda (113% power, 3 apr) =stat stick= Veluda (113% power, 3 apr) =stat stick=3.0 Encumbrance T2 mace 1H weapon [Rare] Nature Weapon Damage 113% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +3 Critical Rate +1.0% Attack Speed 100% While equipped: Stats +6 Str +5 Dex +5 Mag +6 Wil +7 Cun +5 Con offense ------ On-Hit (Melee): * 20 arcane resource burn defense ------ Resistance +15% acid +2% physical Mind save +9 (+4 eff.) Cut Resist +20% Out-of-Phase Defense +15 Out-of-Phase Resistance +15% Out-of-Phase Resilience +15% Blunt and deadly. |
Armodan Armodan1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: Stats +4 Str +2 Wil +3 Cun +4 Con offense ------ Physical Power +6 (+1 eff.) defense ------ Armor +8 Resistance +3% blight +6% acid Physical save +6 (+2 eff.) other ------- Size +1 A belt that goes around your waist. |
Shinetaint Shinetaint1.0 Encumbrance T1 belt armor [Rare] Nature While equipped: offense ------ Ignore resists +25% light +5% darkness defense ------ Resistance +5% lightning +6% temporal +3% light other ------- Light +1 A belt that goes around your waist. |
Wretchfist the hardened leather belt =stun res= Wretchfist the hardened leather belt =stun res=1.0 Encumbrance T3 belt armor [Random Unique] Arcane/Master While equipped: Stats +5 Dex +5 Cun +7 Lck offense ------ Physical Power +5 (+1 eff.) Spellpower +5 (+3 eff.) Damage +15% nature defense ------ Resistance +3% fire Spell save +16 (+8 eff.) Mind save +10 (+5 eff.) Stealth +8 Stun Resist +20% other ------- Disarm Traps +11 Infravision +5 Size +1 A belt that goes around your waist. |
noble's rough leather belt of unlife noble's rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego++] Arcane/Master While equipped: Stats +4 Cun +4 Wil offense ------ Against +17% Summoned defense ------ Resistance +6% blight Resist Against +17% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
spiritwalker's hardened leather belt of the giants spiritwalker's hardened leather belt of the giants1.0 Encumbrance T3 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag offense ------ Physical Power +4 (+1 eff.) defense ------ Spell save +6 (+3 eff.) other ------- Mana/turn +0.10 Max mana +27.00 Size +1 A belt that goes around your waist. |
Hathitokor the Blastblur (1 def, 0 armour) Hathitokor the Blastblur (1 def, 0 armour)2.0 Encumbrance T1 cloak armor [Rare] Nature While equipped: Stats +3 Dex +1 Mag +1 Cun offense ------ Physical Crit +2.0% Ignore resists +5% lightning When Hit 4 lightning defense ------ Defense +1 (+0 eff.) Life +32.00 other ------- Infravision +1 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Heatwar the cashmere robe (0 def, 0 armour) =5 con= Heatwar the cashmere robe (0 def, 0 armour) =5 con=2.0 Encumbrance T3 cloth armor [Rare] Nature While equipped: Stats +5 Con offense ------ Damage +11% nature When Hit 4 fire On-Hit (Melee): * 20 arcane resource burn * 20% chance to reduce armor by 24% defense ------ Resistance +12% lightning +9% temporal +11% all Poison Resist +25% Disease Resist +26% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Taintbearer the woollen robe (0 def, 0 armour) Taintbearer the woollen robe (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Psionic While equipped: offense ------ Damage +5% acid +5% physical +12% darkness +10% fire +5% cold Ignore resists +20% nature +5% cold defense ------ Resistance +11% acid +14% physical +30% darkness +10% fire +6% nature +11% cold +11% mind +9% all Physical save +11 (+3 eff.) Spell save +12 (+6 eff.) Mind save +20 (+8 eff.) other ------- Cooldown Refit Golem -3 The wearer is asleep. Lucid Dreamer: May act while sleeping A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing Robe of the Worm of light (+18%) (0 def, 0 armour) focusing Robe of the Worm of light (+18%) (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Cosmetic Item] Arcane/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +12% light defense ------ Resistance +18% light +7% all other ------- Mana/turn +0.12 Psi/turn +0.11 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
focusing woollen robe of fire (+21%) (0 def, 0 armour) =5 mag= focusing woollen robe of fire (+21%) (0 def, 0 armour) =5 mag=2.0 Encumbrance T2 cloth armor [Ego] Nature/Psionic While equipped: Stats +5 Mag +5 Wil offense ------ Damage +14% fire defense ------ Resistance +9% all +21% fire other ------- Mana/turn +0.10 Psi/turn +0.15 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (0 def, 0 armour) timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +2 Mag +3 Wil offense ------ Spell Crit +3% Spellpower +4 (+2 eff.) Damage +10% acid +11% temporal +13% fire +13% cold +13% arcane +14% physical defense ------ Resistance +11% acid +12% physical +11% fire +12% cold +11% all other ------- Max mana +43.00 Cooldown Refit Golem -2 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
timebroken cashmere robe of alchemy (0 def, 0 armour) timebroken cashmere robe of alchemy (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego++] Arcane While equipped: Stats +3 Mag +3 Wil offense ------ Spell Crit +4% Spellpower +3 (+2 eff.) Damage +8% acid +14% physical +5% temporal +7% fire +20% arcane +10% cold defense ------ Resistance +13% acid +14% physical +13% fire +10% cold +11% all other ------- Max mana +27.00 Cooldown Refit Golem -3 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Airimmortal the pair of hardened leather boots (0 def, 3 armour) =stun res= Airimmortal the pair of hardened leather boots (0 def, 3 armour) =stun res=2.0 Encumbrance T3 feet armor [Random Unique] Arcane While equipped: offense ------ Move Speed +25% Damage +3% lightning Ignore resists +15% lightning +20% fire +10% arcane defense ------ Armor +3 Resistance +12% fire Silence Resist +67% Confus Resist +56% Stun Resist +54% A pair of boots made of leather. |
Hellsusher the pair of rough leather boots (0 def, 1 armour) Hellsusher the pair of rough leather boots (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Rare] Master While equipped: Stats +6 Lck +4 Dex offense ------ Ignore resists +5% fire defense ------ Armor +1 Resistance +3% blight Stealth +6 Life +40.00 Poison Resist +10% Teleport Resist +20% A pair of boots made of leather. |
pair of dwarven-steel boots 'Corruptioncutter' (7 def, 4 armour) =6 con= pair of dwarven-steel boots 'Corruptioncutter' (7 def, 4 armour) =6 con=3.0 Encumbrance T3 feet armor [Random Unique] Master While equipped: Stats +3 Str +4 Dex +6 Con offense ------ Damage +12% nature +6% physical defense ------ Armor +4 Defense +7 (+1 eff.) Fatigue +3% Resistance +7% fire +7% cold other ------- Light +3 Size +1 Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Blazerock (0 def, 2 armour) Blazerock (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +4 Con offense ------ Damage +6% light Ignore resists +15% light When Hit 6 lightning defense ------ Armor +2 Fatigue +3% Resistance +15% light +6% lightning Physical save +22 (+7 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Disarm Resist +34% other ------- Light +3 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Juggernaut: (Instant) Puts all charms on 30 turn cooldown Effective talent level: 3.0 Power cost 30 out of 30/30. Range melee/personal Cooldown: 40 Travel.spd instantaneous Description: Concentrate on the battle, ignoring some of the damage you take. Improves physical damage reduction by 27% and provides a 15% chance to shrug off critical damage for 20 turns. Metal gloves protecting the hands up to the middle of the lower arm. |
dwarven-steel gauntlets of magic (+3) (0 def, 2 armour) dwarven-steel gauntlets of magic (+3) (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +3 Mag offense ------ Damage +4% arcane defense ------ Armor +2 Fatigue +3% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
sand iron gauntlets of dexterity (+2) (0 def, 6 armour) sand iron gauntlets of dexterity (+2) (0 def, 6 armour)1.5 Encumbrance T1 hands armor [Ego] Nature/Master While equipped: Stats +2 Dex offense ------ On-Hit 5 physical Damage +4% physical Accuracy +10 (+3 eff.) defense ------ Armor +6 Fatigue +1% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
Emowen (0 def, 3 armour) Emowen (0 def, 3 armour)3.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Con offense ------ Accuracy +5 (+1 eff.) Ignore Armor +3 On-Hit (Melee): * 20% chance to reduce all saves and defense by 23 defense ------ Armor +3 Fatigue +5% Resistance +11% light +10% darkness A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Flashworth (1 def, 0 armour) =4 mag= Flashworth (1 def, 0 armour) =4 mag=2.0 Encumbrance T1 head armor [Rare] Psionic While equipped: Stats +3 Str +4 Mag +2 Wil +3 Cun offense ------ Physical Crit +3.0% Mind Crit +5% When Hit 6 light defense ------ Defense +1 (+0 eff.) Physical save +15 (+5 eff.) Mind save +14 (+6 eff.) Hateful Whisper: Puts all charms on 15 turn cooldown Effective talent level: 3.0 Power cost 15 out of 15/15. Range 5 Cooldown: 10 Travel.spd instantaneous Is: a mind power Description: Infect a target's mind with a virulent whisper that deals 111 Mind damage and spreads amongst your foes, dealing damage and feeding you 3.4 Hate for each new victim. Each turn for 3 turns, the initial victim will spread the whisper to a new target within 3 tiles if one is available; beyond this, all affected targets have a 26% chance of spreading the effect each turn for 4 turns. Targets damaged by this ability have a 25% chance of suffering Brainlock. The damage increases with your Mindpower. A pointy cloth hat, very wizardly... |
Leluldil (0 def, 4 armour) =4 con= Leluldil (0 def, 4 armour) =4 con=3.0 Encumbrance T3 head armor [Rare] Nature While equipped: Stats +4 Con offense ------ Ignore resists +25% mind On-Hit (Melee): * 10% chance to reduce all saves and defense by 23 defense ------ Armor +4 Fatigue +4% other ------- Stamina when Hit +1.20 EQ when Hit +1.60 See Invisibility +9 A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
iron helm 'Umbrareeve' (0 def, 3 armour) =5 mag= iron helm 'Umbrareeve' (0 def, 3 armour) =5 mag=3.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +1 Str +5 Mag offense ------ Damage +3% darkness Ignore resists +5% lightning On-Hit (Melee): * 10% chance to reduce damage dealt by 19% defense ------ Armor +3 Fatigue +5% Resistance +6% fire +6% cold Crit Resistance 5.00% A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour) =8 mag= shielding cashmere wizard hat of the Brotherhood (2 def, 0 armour) =8 mag=2.0 Encumbrance T3 head armor [Ego+] Arcane While equipped: Stats +8 Mag +3 Con offense ------ Damage +9% arcane defense ------ Defense +2 (+0 eff.) Spell save +7 (+3 eff.) Arcane Eye: (Instant) Puts all charms on 10 turn cooldown Effective talent level: 5.0 Power cost 10 out of 10/10. Range melee/personal Cooldown: 10 Travel.spd instantaneous Is: a spell Description: Summons an ethereal magical eye at the designated location that lasts for 25 turns. The eye cannot be seen or attacked by other creatures, and possesses magical vision that allows it to see any creature in a 9 range around it. It does not require light to do so, but it cannot see through walls. Casting the eye does not take a turn. Only one arcane eye can exist at any given time. At level 4, if cast on a creature it will follow it until it expires, or until the creature dies. At level 5, it will place a magical marker on the creatures, negating invisibility and stealth effects. A pointy cloth hat, very wizardly... |
Strikewasp the cured leather armour (6 def, 17 armour) Strikewasp the cured leather armour (6 def, 17 armour)9.0 Encumbrance T2 light armor [Random Unique] Nature/Psionic While equipped: Stats +1 Dex +5 Wil +4 Cun offense ------ On-Hit 13 fire On-Ranged-Hit 12 fire Damage +6% physical defense ------ Armor +17 Defense +6 (+1 eff.) Fatigue +7% Resistance +3% lightning +21% fire +27% physical Mind save +10 (+5 eff.) A suit of armour made of leather. |
rough leather armour (3 def, 2 armour) rough leather armour (3 def, 2 armour)9.0 Encumbrance T1 light armor [Normal] While equipped: defense ------ Armor +2 Defense +3 (+0 eff.) Fatigue +6% A suit of armour made of leather. |
3 agate 3 agate0.0 Encumbrance T1 black gem [Normal] While equipped: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Item imbue powers: Stats +1 Str +1 Dex +1 Mag +1 Wil +1 Cun +1 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
545 alchemist agate 545 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. |
onyx onyx0.0 Encumbrance T3 black gem [Normal] While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Item imbue powers: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con Latent Damage Type: Acid Gems can be sold for money or used in arcane rituals. |
7 aquamarine 7 aquamarine0.0 Encumbrance T2 blue gem [Normal] While equipped: Armor +2 Resistance +2% all Item imbue powers: Armor +2 Resistance +2% all Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
2 lapis lazuli 2 lapis lazuli0.0 Encumbrance T3 blue gem [Normal] While equipped: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Item imbue powers: Defense +6 (+1 eff.) Physical save +6 (+2 eff.) Spell save +6 (+3 eff.) Mind save +6 (+3 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
5 topaz 5 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+1 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
Gyta (dig speed 38 turns) =2 mag= Gyta (dig speed 38 turns) =2 mag=3.0 Encumbrance T1 digger tool [Rare] Arcane While equipped: Stats +1 Str +2 Mag offense ------ Spell Crit +5% defense ------ Resistance +6% darkness +12% acid Life +40.00 Life Regen +4.00 other ------- Max mana +26.00 While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
iron pickaxe (dig speed 36 turns) iron pickaxe (dig speed 36 turns)3.0 Encumbrance T1 digger tool [Normal] While equipped: Stats +1 Str While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
woodsman's iron pickaxe (dig speed 37 turns) woodsman's iron pickaxe (dig speed 37 turns)3.0 Encumbrance T1 digger tool [Ego] Nature While equipped: Stats +1 Str offense ------ Damage +6% nature defense ------ Resistance +11% nature While carried: other ------- Talents +1 Dig Allows you to dig a wall, remove a tree, create ways. |
2 emerald 2 emerald0.0 Encumbrance T3 green gem [Normal] While equipped: Armor +3 Resistance +3% all Item imbue powers: Armor +3 Resistance +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
5 spinel 5 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+0 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
Bregogrim the brass lantern =20 stun res= Bregogrim the brass lantern =20 stun res=2.0 Encumbrance T1 lite [Rare] Psionic While equipped: defense ------ Armor +2 Defense +15 (+3 eff.) Resistance +5% arcane +3% fire Mind save +6 (+3 eff.) Stun Resist +20% other ------- Light +3 See Stealth +6 See Invisibility +8 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. |
Summertide Phial Summertide Phial1.0 Encumbrance T1 lite [Unique] Nature While equipped: offense ------ On-Hit 15 Lite Light Burst (radius 1) Damage +10% light defense ------ Resistance +30% light Healmod +10% other ------- Light +5 When attacking in melee, deals 15 light damage and lights tiles in radius 1. Call light, dispelling darkness and lighting tiles in radius 20.(80 power, based on Willpower). Uses 10 power out of 15/15 A small crystal phial that captured Sunlight during the Summertide. |
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. |
Prothotipe's Prismatic Eye Prothotipe's Prismatic Eye0.0 Encumbrance T3 multi-hued gem [Unique] Arcane While equipped: Stats +5 Mag +5 Con Damage +10% lightning +10% fire +10% cold Masteries +0.20 Golem/Arcane On Spell Hit: 10% Eye Beam level 2 Casts lasers on spellcast when worn or imbued. Item imbue powers: Stats +5 Mag +5 Con Damage +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. |
Scrying Orb Scrying Orb1.0 Encumbrance orb [Plot Item] Unknown While carried: This orb will automatically identify items you find. |
garnet garnet0.0 Encumbrance T3 red gem [Normal] While equipped: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Item imbue powers: Physical Crit +3.0% Spell Crit +3% Mind Crit +3% Damage +6% all Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
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. |
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. |
dwarven-steel torque of mindblast [power 230] (26/15 cooldown) dwarven-steel torque of mindblast [power 230] (26/15 cooldown)2.0 Encumbrance T3 torque charm [Ego] Psionic Blast the opponent's mind dealing 255 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown Torques are made by powerful psionics to store psionic powers. |
innervating iron torque of mindblast [power 110] (26/15 cooldown) innervating iron torque of mindblast [power 110] (26/15 cooldown)2.0 Encumbrance T1 torque charm [Ego] Psionic Blast the opponent's mind dealing 122 mind damage and silencing them for 4 turns Puts all charms on 15 turn cooldown 100% to reduce fatigue by 21% for 2 turns. Torques are made by powerful psionics to store psionic powers. |
soothing iron torque of clear mind [power 1] (26/25 cooldown) soothing iron torque of clear mind [power 1] (26/25 cooldown)2.0 Encumbrance T1 torque charm [Ego+] Psionic Remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Puts all charms on 25 turn cooldown 100% to heal for 34. Torques are made by powerful psionics to store psionic powers. |
elm totem of healing [power 116] (26/15 cooldown) =for escorts= elm totem of healing [power 116] (26/15 cooldown) =for escorts=2.0 Encumbrance T1 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 116 Puts all charms on 15 turn cooldown Natural totems are made by powerful wilders to store nature power. |
evasive elm totem of summon tentacle [power 100] (26/25 cooldown) evasive elm totem of summon tentacle [power 100] (26/25 cooldown)2.0 Encumbrance T1 totem charm [Ego] Nature Summon a resilient tentacle up to 5 spaces away for 4 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 200 Base Damage: 103 Armor: 0 All Resist: 1 Puts all charms on 25 turn cooldown 100% to gain a 10% chance to evade weapon attacks for 2 turns. Natural totems are made by powerful wilders to store nature power. |
9 amethyst 9 amethyst0.0 Encumbrance T2 violet gem [Normal] While equipped: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Item imbue powers: Physical Crit +2.0% Spell Crit +2% Mind Crit +2% Damage +4% all Latent Damage Type: Arcane Gems can be sold for money or used in arcane rituals. |
quartz quartz0.0 Encumbrance T3 white gem [Normal] While equipped: Stun Resist +30% Item imbue powers: Stun Resist +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
ametrine 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. |
Achievements
By Leoic the Higher Marauder level 18
4th Allure 123rd year of Ascendancy at 19:36 see stats
By Leoic the Higher Marauder level 24
72nd Pyre 123rd year of Ascendancy at 20:48 see stats
By Leoic the Higher Marauder level 29
21st Haze 123rd year of Ascendancy at 10:56 see stats
By Leoic the Higher Marauder level 28
23rd Dusk 123rd year of Ascendancy at 03:54 see stats
By Leoic the Higher Marauder level 30
27th Haze 123rd year of Ascendancy at 02:03 see stats
By Leoic the Higher Marauder level 10
3rd Mirth 122nd year of Ascendancy at 04:06 see stats
By Leoic the Higher Marauder level 20
59th Regrowth 123rd year of Ascendancy at 22:06 see stats
By Leoic the Higher Marauder level 30
25th Haze 123rd year of Ascendancy at 18:17 see stats
By Leoic the Higher Marauder level 29
76th Dusk 123rd year of Ascendancy at 16:02 see stats
By Leoic the Higher Marauder level 26
7th Dusk 123rd year of Ascendancy at 03:21 see stats
By Leoic the Higher Marauder level 24
54th Pyre 123rd year of Ascendancy at 21:49 see stats
By Leoic the Higher Marauder level 10
3rd Mirth 122nd year of Ascendancy at 21:25 see stats
By Leoic the Higher Marauder level 24
56th Pyre 123rd year of Ascendancy at 21:05 see stats
By Leoic the Higher Marauder level 10
67th Dusk 122nd year of Ascendancy at 01:27 see stats
By Leoic the Higher Marauder level 24
56th Pyre 123rd year of Ascendancy at 00:59 see stats
By Leoic the Higher Marauder level 29
76th Dusk 123rd year of Ascendancy at 15:39 see stats
By Leoic the Higher Marauder level 17
79th Haze 122nd year of Ascendancy at 02:39 see stats
Log
Orc cryomancer's ice storm area effect hits Leoic's Inner Demon for 46 cold damage.
Leoic stops bleeding.
Leoic's ability to fight has recovered.
Leoic is unstoppable!
Orc cryomancer's ice storm area effect hits Leoic for (57 refused), 0 cold (0 total damage).
Porawyn, the injured seer resists!
Porawyn, the injured seer misses Barrow wight.
Barrow wight hits Porawyn, the injured seer for 6 blight damage.
Leoic uses Infusion: Healing.
Leoic regains their energy.
The shield around orc cryomancer crumbles.
Barrow wight drains experience from Porawyn, the injured seer!
Porawyn, the injured seer misses Barrow wight.
Barrow wight hits Porawyn, the injured seer for 6 blight damage.
Talent Infusion: Movement is ready to use.
Leoic resists!
Orc cryomancer's ice storm area effect hits Leoic for 57 cold damage.
Leoic uses Infusion: Movement.
Leoic is moving at extreme speed!
Orc cryomancer casts Freeze.
Orc cryomancer's spell attains critical power!
Leoic reacts to damage from Orc cryomancer, mitigating the blow!.
Orc cryomancer roars triumphantly.
Orc cryomancer hits Leoic for (81 reacted , -4 stam), 234 cold (234 total damage).
Leoic the level 32 higher marauder was chilled to death by an orc cryomancer on level 4 of Dreadfell.
Leoic no longer revels in blood quite so much.