Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.6 |
Addons | 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. |
Campaign | Maj'Eyal |
Mode | Insane Roguelike |
Sex | Male |
Race | Halfling |
Class | Marauder |
Level / Exp | 28 / 25% |
Size | big |
Lifes / Deaths | Killed by Celia at level 28 on the 51st Pyre 123rd year of Ascendancy at 03:06 / 1 |
Primary Stats
Strength | 65 (base 54) |
Dexterity | 68 (base 60) |
Constitution | 15 (base 10) |
Magic | 13 (base 10) |
Willpower | 25 (base 10) |
Cunning | 22 (base 12) |
Resources
Life | -125/800 |
Stamina | 22/234 |
Paradox | 310 |
Healing Factor | 1.1460311219417 |
Regeneration | 11.746818999902 |
Speed
Mental | 0% |
Attack | 0% |
Movement | 0% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 3 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 98 |
Accuracy | 55 |
Crit Chance | 33% |
APR | 39 |
Speed | 1.00 |
Offense: Offhand
Damage | 72 |
Accuracy | 55 |
Crit Chance | 31% |
APR | 36 |
Speed | 1.00 |
Offense: Spell
Spellpower | 13 |
Crit Chance | 8% |
Speed | 1 |
Offense: Mind
Mindpower | 23 |
Crit Chance | 8% |
Speed | 1 |
Offense: Damage Bonus
Mind | +3% |
Light | +3% |
Nature | +23% |
Blight | +18% |
Physical | +25% |
Fire | +16% |
All | 0% |
Offense: Damage Penetration
Cold | +42% |
Physical | +39% |
Light | +42% |
All | +32% |
Defense: Base
Armour (hardiness) | 20 (38.594633868923%) |
Defense | 65 |
Ranged Defense | 65 |
Fatigue | 0 |
Physical Save | 33 |
Spell Save | 23 |
Mental Save | 29 |
Defense: Resistances
Acid | + 42%( 70%) |
Blight | + 32%( 70%) |
Arcane | + 28%( 70%) |
Cold | + 48%( 70%) |
All | + 24%( 70%) |
Lightning | + 54%( 70%) |
Light | + 38%( 70%) |
Physical | + 45%( 70%) |
Mind | + 31%( 70%) |
Darkness | + 35%( 70%) |
Fire | + 51%( 70%) |
Nature | + 54%( 70%) |
Defense: Immunities
Instadeath Resistance | 100% |
Silence Resistance | 59% |
Knockback Resistance | 90% |
Confusion Resistance | 43% |
Stun Resistance | 91% |
Disarm Resistance | 0% |
Poison Resistance | 0% |
Blind Resistance | 23% |
Inscriptions (4/4)
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 95 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: WildUse 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 cure yourself of one random physical effect and reduce all damage taken by 31% for 4 turns. Also removes cross-tier effects of the affected types for free. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: HealingUse mode: Activated Range: melee/personal Cooldown: 10 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to instantly heal yourself for 179 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 463% 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 / Combat techniques | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Bloodthirst | 1.00 |
| 5/5 |
| 2/5 |
| 1/5 |
| 5/5 |
Technique / Duelist | 1.30 |
| 3/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Combat veteran | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Dual techniques | 1.30 |
| 4/5 |
| 3/5 |
| 1/5 |
| 1/5 |
Cunning / Dirty fighting | 1.30 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
Technique / Throwing knives | 1.00 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Race / Halfling | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Combat training | 1.30 |
| 5/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 5/5 |
Technique / Thuggery | 1.30 |
| 1/5 |
| 1/5 |
| 1/5 |
| 1/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 5/5 |
Technique / Conditioning | 1.30 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Cunning / Survival | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a 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. You have tracked Celia to her husband's mausoleum in the graveyard near Last Hope. It seems she has taken some liberties with the corpses there. | active |
You failed to protect the lone alchemist from death by Mayeremira the rattlesnake. Escort: lone alchemist (level 1 of Old Forest) | failed |
You failed to protect the lone alchemist from death by Sileta the great wolf. Escort: lone alchemist (level 3 of Old Forest) | failed |
You successfully escorted the lost warrior to the recall portal on level 3 of Trollmire. Escort: lost warrior (level 3 of Trollmire)As a reward you improved Strength by +5. | done |
You successfully escorted the temporal explorer to the recall portal on level 2 of Daikara. Escort: temporal explorer (level 2 of Daikara)As a reward you improved talent Precognition (+1 level(s)). | done |
You successfully escorted the worried loremaster to the recall portal on level 2 of Trollmire. Escort: worried loremaster (level 2 of Trollmire)As a reward you improved Dexterity 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. You have slain Bill. His treasure is yours for the taking. | done |
It is time to explore some new places -- dark, forgotten and dangerous ones. Into the darknessThe Old Forest is just south-east of the town of Derth. The Maze is west of Derth. The Sandworm Lair is to the far west of Derth, near the sea. The Daikara is on the eastern borders of the Thaloren forest. * You have explored the Old Forest and vanquished Wrathroot. * You have explored the Maze and vanquished the Minotaur. * You have explored the Sandworm Lair and vanquished their Queen. * You must explore the Daikara and find out what lurks there and what treasures are to be gained! | active |
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 |
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 vampire lord fang. * 'Needed: one vial of greater demon bile. Don't drink it, even if it tells you to.' * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' Marus of Elvala needs your help making an elixir of mastery. He has given you some notes on the ingredients: * 'Needed: one naga tongue. Best results occur with tongues never tainted by profanity, so if you happen to know any saintly nagas...' * You've found the needed pouch of bone giant dust. * 'Needed: one electric eel tail. I know, I know. Where does the eel stop and the tail start? It doesn't much matter. The last ten inches or so should do nicely.' 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 vial of elder vampire blood. * You've found the needed green worm. * You've found the needed bloated horror heart. Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * You've found the needed ice ant stinger. * 'Needed: one ice wyrm tooth. Ice Wyrms lose teeth fairly often, so you might get lucky and not have to do battle with one. But dress warm just in case.' * 'Needed: one mummified bone. That is, a bone from a corpse that's undergone mummification. Actually, any bit of the body would do, but the bones are the only parts you're certain to find when you kick a mummy apart. I recommend finding one that doesn't apply curses.' | 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 within3 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 | undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour) undeterred pair of dwarven-steel boots of phasing (0 def, 4 armour)3.0 Encumbrance T3 feet armor [Ego++] Arcane While equipped: Stats +3 Mag +2 Wil defense ------ Armor +4 Fatigue +3% Silence Resist +22% Confus Resist +23% Stun Resist +26% Blink to a nearby random location (rad 7) Puts all charms on 25 turn cooldown Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Light source | Blazebraid Blazebraid2.0 Encumbrance T1 lite [Rare] Nature While equipped: offense ------ Damage +3% mind +3% fire Ignore resists +10% cold defense ------ Resistance +9% mind Life +42.00 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. |
On head | clarifying cashmere wizard hat of the mountain (+12%) (2 def, 0 armour) clarifying cashmere wizard hat of the mountain (+12%) (2 def, 0 armour)2.0 Encumbrance T3 head armor [Ego] Nature/Psionic While equipped: Stats +5 Cun offense ------ Damage +12% physical defense ------ Defense +2 (+0 eff.) Resistance +12% physical Mind save +7 (+3 eff.) A pointy cloth hat, very wizardly... |
On hands | Snow Giant Wraps (0 def, 2 armour) Snow Giant Wraps (0 def, 2 armour)1.0 Encumbrance T3 hands armor [Unique] Nature This would be great with a mighty matching belt. The set is complete. While equipped: Stats +4 Str offense ------ Physical Power +10 (+2 eff.) defense ------ Armor +2 Resistance +10% lightning +10% cold Physical save +10 (+5 eff.) Life +60.00 Knockbk Resist +50% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Throw Boulder: Effective talent level: 2.0 Power cost 6 out of 6/6. Range 10 Cooldown: 3 Travel.spd instantaneous Is: a nature gift Description: Throw a huge boulder, dealing 174.34 physical damage and knocking targets back 5 tiles within radius 1. The damage will increase with your Strength. Two large pieces of leather designed to be wrapped about the hands and the forearms. This particular pair of wraps has been enchanted, imparting the wearer with great strength. |
Tool | steel torque of psionic shield 'Hathoneg' [power 55] (14/25 cooldown) steel torque of psionic shield 'Hathoneg' [power 55] (14/25 cooldown)2.0 Encumbrance T2 torque charm [Rare] Psionic While equipped: Stats +5 Str defense ------ Armor +10 Resistance +2% physical other ------- Stamina/turn +3.00 Setup a psionic shield, reducing all damage taken by 55 for 5 turns Puts all charms on 25 turn cooldown Torques are made by powerful psionics to store psionic powers. |
On fingers | Eilinussra the Bilefoe Eilinussra the Bilefoe0.1 Encumbrance T3 ring jewelry [Random Unique] Arcane/Master While equipped: Stats +2 Con offense ------ Damage +9% nature Ignore resists +10% light On-Hit (Melee): * 10% chance to slow global speed by 41% defense ------ Resistance +18% acid +3% light +10% fire +16% cold +6% nature +12% lightning Spell save +12 (+6 eff.) Silence Resist +37% other ------- Mana/turn +0.21 Max stamina +15.00 Rings make your fingers look great! |
On fingers | steel ring 'Grinochik' steel ring 'Grinochik'0.1 Encumbrance T2 ring jewelry [Rare] Master While equipped: Stats +10 Wil +2 Cun +2 Con defense ------ Resistance +5% arcane Life Regen +4.00 Stun Resist +24% Rings make your fingers look great! |
Around neck | Isussra Isussra0.1 Encumbrance T2 amulet jewelry [Random Unique] Nature While equipped: Stats +6 Lck offense ------ Physical Crit +4.0% Accuracy +11 (+3 eff.) defense ------ Defense +16 (+4 eff.) Resistance +11% lightning +13% light +15% darkness Resist unseen 10% Blind Resist +23% Stun Resist +21% Amulets make your neck look great! |
In main hand | Silent Blade (129% power, 10 apr) Silent Blade (129% power, 10 apr)1.0 Encumbrance T2 dagger 1H weapon Reqs Cun 25 [Unique] Master Weapon Damage 129% Range: 1.0x-1.3x Uses 35% Str, 65% Dex Damage Physical Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +10 Critical Rate +8.0% Attack Speed 100% On-hit +10 silence On Kill: * Enter stealth for 3 turns. When used from stealth a simple attack with it will not break stealth. While equipped: offense ------ Accuracy +10 (+3 eff.) A thin, dark dagger that seems to meld seamlessly into the shadows. |
Around waist | Mighty Girdle Mighty Girdle1.0 Encumbrance T1 belt armor [Unique] Master Some giant wraps would make you feel great. The set is complete. While equipped: defense ------ Armor +4 Fatigue -20% Life +100.00 Knockbk Resist +40% other ------- Encumbrance +70 Size +2 This girdle is enchanted with mighty wards against expanding girth. Whatever the source of its wondrous strength, it will prove of great aid in the transport of awkward burdens. |
In off hand | truestriking dwarven-steel dagger of shearing (121% power, 7 apr) truestriking dwarven-steel dagger of shearing (121% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego++] Master Weapon Damage 122% 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 +7 Critical Rate +6.0% Attack Speed 100% While equipped: offense ------ Ignore resists +7% physical +7% all Accuracy +20 (+6 eff.) Ignore Armor +15 Sharp, short and deadly. |
Cloak | Emelowen the cashmere cloak (2 def, 0 armour) Emelowen the cashmere cloak (2 def, 0 armour)2.0 Encumbrance T3 cloak armor [Random Unique] Nature While equipped: Stats +3 Wil offense ------ On-Hit (Melee): * 10% chance to reduce armor by 17% defense ------ Defense +2 (+0 eff.) Resistance +6% acid +7% lightning +10% blight +5% cold +12% nature +6% fire Physical save +7 (+3 eff.) Mind save +13 (+6 eff.) Unlife -50.00 life Life Regen +6.00 Healmod +10% other ------- Psi when Hit +0.12 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | woollen robe 'Noonworth' (0 def, 0 armour) woollen robe 'Noonworth' (0 def, 0 armour)2.0 Encumbrance T2 cloth armor [Random Unique] Nature While equipped: offense ------ Damage +13% physical +3% light +18% blight +13% fire +14% nature On-Hit (Melee): * 10% chance to reduce strength, dexterity, and constitution by 8 defense ------ Resistance +13% physical +3% light +19% fire +21% nature +9% all A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Inventory
movement infusion of the psychic (speed 475%; cd 14) movement infusion of the psychic (speed 475%; 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 increase movement speed by 475% 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 Willpower 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. |
Glitterwitch Glitterwitch0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: offense ------ Damage +9% light Ignore resists +25% fire defense ------ Fatigue -4% Resistance +3% light Life Regen +2.00 Amulets make your neck look great! |
Tempestpiety Tempestpiety0.1 Encumbrance T1 amulet jewelry [Rare] Master While equipped: Stats +1 Str +4 Wil +1 Cun offense ------ Damage +3% lightning On-Hit (Melee): * 10% chance to reduce all saves and defense by 16 other ------- Infravision +3 Masteries +0.11 Cunning/Dirty fighting Amulets make your neck look great! |
clarifying steel amulet of constitution (+3) =3 con= clarifying steel amulet of constitution (+3) =3 con=0.1 Encumbrance T2 amulet jewelry [Ego] Nature While equipped: Stats +3 Con defense ------ Resistance +16% mind Confus Resist +24% Amulets make your neck look great! |
gold amulet of manastreaming =2 mag= gold amulet of manastreaming =2 mag=0.1 Encumbrance T3 amulet jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ Spellpower/crit +3 other ------- Mana/turn +0.21 Max mana +20.00 Amulets make your neck look great! |
grounding copper amulet of healing grounding copper amulet of healing0.1 Encumbrance T1 amulet jewelry [Ego] Nature While equipped: defense ------ Resistance +10% lightning Healmod +11% Cut Resist +50% Stun Resist +20% Heal: Puts all charms on 35 turn cooldown Effective talent level: 3.0 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 191 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
Cyrotta Cyrotta0.1 Encumbrance T3 ring jewelry [Random Unique] Nature/Master While equipped: Stats +4 Mag offense ------ Physical Power +14 (+3 eff.) Spellpower +9 (+8 eff.) Mindpower +11 (+5 eff.) Damage +10% cold +4% all defense ------ Resistance +8% blight +20% cold +8% nature Unlife -20.00 life Poison Resist +17% Disease Resist +18% other ------- Light +2 Rings make your fingers look great! |
copper onyx ring =3 mag= copper onyx ring =3 mag=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +3 Str +3 Dex +3 Mag +3 Wil +3 Cun +3 Con defense ------ Resistance +12% acid +11% fire +11% lightning +12% cold Rings make your fingers look great! |
copper ring of luminosity =2 mag= copper ring of luminosity =2 mag=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane While equipped: Stats +2 Mag offense ------ On-Hit 12 light On-Ranged-Hit 10 light Damage +11% light Rings make your fingers look great! |
gladiator's copper ring of light (+22%) =5 con= gladiator's copper ring of light (+22%) =5 con=0.1 Encumbrance T1 ring jewelry [Ego+] Arcane/Master While equipped: Stats +4 Str +5 Con offense ------ Physical Power +5 (+1 eff.) Damage +11% light defense ------ Resistance +22% light Rings make your fingers look great! |
gold garnet ring gold garnet ring0.1 Encumbrance T3 ring jewelry [Ego+] Psionic While equipped: Stats +3 Cun offense ------ Physical Crit +3.0% Spell Crit +3% Mind Crit +3% On-Hit 11 physical On-Ranged-Hit 11 physical Damage +6% all On-Hit (Melee): * 16% chance to reduce all saves and defense by 16 On-Hit (Ranged): * 12% chance to reduce all saves and defense by 16 other ------- Hate-on-crit +2.00 Max hate +10.00 Bleeding Edge: Puts all charms on 20 turn cooldown Effective talent level: 5.2 Power cost 20 out of 20/20. Range melee/personal Cooldown: 12 Travel.spd instantaneous Description: Lashes at the target, doing 171% weapon damage. If the attack hits, the target will bleed for 322% weapon damage over 7 turns, and all healing will be reduced by 69%. Rings make your fingers look great! |
steel ring of warding steel ring of warding0.1 Encumbrance T2 ring jewelry [Ego+] Arcane While equipped: defense ------ Resistance +12% acid +13% fire +11% lightning +10% cold Rings make your fingers look great! |
Moon (100% power, 0 apr) Moon (100% power, 0 apr)1.0 Encumbrance T3 dagger 1H weapon Reqs Cun 24 [Unique] Arcane The moon shines alone in a starless sky. Weapon Damage 100% Range: 1.0x-1.3x Uses 20% Str, 20% Dex Damage Darkness Mastery Dagger Mastery Accuracy Bonus +0.2% critical chance (max 25%) Attack Speed 125% On Hit: * Deal 70 Darkness damage. While equipped: other ------- Light -1 A viciously curved blade that a folk story says is made from a material that originates from the moon. Devouring the light around it, it fades. |
chilling dwarven-steel dagger (120% power, 7 apr) chilling dwarven-steel dagger (120% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego] Arcane Weapon Damage 121% 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 +7 Critical Rate +6.0% Attack Speed 100% On-hit +7 cold Sharp, short and deadly. |
dwarven-steel dagger 'Scumstreak' (111% power, 7 apr) dwarven-steel dagger 'Scumstreak' (111% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Random Unique] Disrupt/Master Weapon Damage 111% 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 +16 nature Damage Against +6% Unnatural On Hit: * 15 arcane resource burn While equipped: Stats +3 Wil offense ------ Damage +6% lightning Ignore resists +10% nature Accuracy +9 (+3 eff.) When Hit 6 nature defense ------ Defense +5 (+1 eff.) Disarm Resist +29% Sharp, short and deadly. |
dwarven-steel dagger of evisceration (122% power, 7 apr) dwarven-steel dagger of evisceration (122% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Master Weapon Damage 122% 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 +7 Critical Rate +6.0% Attack Speed 100% On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: offense ------ Physical Crit +7.0% Physical Power +7 (+1 eff.) Sharp, short and deadly. |
dwarven-steel dagger of torment (116% power, 7 apr) dwarven-steel dagger of torment (116% power, 7 apr)1.0 Encumbrance T3 dagger 1H weapon [Ego+] Psionic Weapon Damage 116% 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 +7 Critical Rate +6.0% Attack Speed 100% On Hit: * 20% chance to stun, blind, pin, confuse, or silence the target for 3 turns Sharp, short and deadly. |
steel dagger 'Lisetha' (102% power, 6 apr) steel dagger 'Lisetha' (102% power, 6 apr)1.0 Encumbrance T2 dagger 1H weapon [Rare] Arcane Weapon Damage 102% 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 +20 acid +8 mind On-Hit, radius 1 +10 fire While equipped: offense ------ Damage +12% acid +12% mind Ignore resists +20% blight On-Hit (Melee): * 20% chance to reduce all saves and defense by 16 Sharp, short and deadly. |
stralite dagger of shearing (138% power, 9 apr) stralite dagger of shearing (138% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Master Weapon Damage 138% 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: offense ------ Ignore resists +8% all Accuracy +13 (+4 eff.) Ignore Armor +8 Sharp, short and deadly. |
truestriking stralite dagger of erosion (131% power, 9 apr) truestriking stralite dagger of erosion (131% power, 9 apr)1.0 Encumbrance T4 dagger 1H weapon [Ego+] Nature/Master Weapon Damage 131% 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% On-hit +10 nature While equipped: offense ------ Ignore resists +5% physical Accuracy +9 (+3 eff.) Ignore Armor +11 Sharp, short and deadly. |
warbringer's dwarven-steel dagger of enduring (116% power, 7 apr) =9 con= warbringer's dwarven-steel dagger of enduring (116% power, 7 apr) =9 con=1.0 Encumbrance T3 dagger 1H weapon [Ego++] Nature/Master Weapon Damage 116% 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 +7 Critical Rate +6.0% Attack Speed 100% While equipped: Stats +9 Con +5 Wil offense ------ Physical Power +7 (+1 eff.) Ignore resists +7% physical defense ------ Life +29.00 Disarm Resist +15% Sharp, short and deadly. |
chilling dwarven-steel greatsword (144% power, 2 apr) chilling dwarven-steel greatsword (144% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego] Arcane Weapon Damage 145% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On-hit +16 cold Massive two-handed swords. |
warbringer's dwarven-steel greatsword of evisceration (140% power, 2 apr) warbringer's dwarven-steel greatsword of evisceration (140% power, 2 apr)3.0 Encumbrance T3 greatsword 2H weapon [Ego++] Master Weapon Damage 141% Range: 1.0x-1.6x Uses 120% Str Damage Physical Accuracy Bonus +0.4% critical power (max 40%) Ignore Armor +2 Critical Rate +3.5% Attack Speed 100% On Critical: * Wound the target dealing 234 physical damage across 5 turns and reducing healing by 50% While equipped: Stats +7 Con offense ------ Physical Crit +10.0% Physical Power +20 (+5 eff.) Ignore resists +7% physical defense ------ Disarm Resist +17% Massive two-handed swords. |
flaming dwarven-steel mace of massacre (142% power, 4 apr) flaming dwarven-steel mace of massacre (142% power, 4 apr)3.0 Encumbrance T3 mace 1H weapon [Ego] Arcane/Master Weapon Damage 142% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% base damage (max 20%) Ignore Armor +4 Critical Rate +1.5% Attack Speed 100% On-Hit, radius 1 +7 fire Blunt and deadly. |
iron mace 'Vileviper' (104% power, 2 apr) =6 con= iron mace 'Vileviper' (104% power, 2 apr) =6 con=3.0 Encumbrance T1 mace 1H weapon [Rare] Nature Weapon Damage 105% 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% While equipped: Stats +6 Con +6 Wil offense ------ Damage +15% nature +9% mind Ignore resists +5% nature defense ------ Resistance +6% nature Life +10.00 other ------- Psi when Hit +0.08 Max hate +2.00 Blunt and deadly. |
horrifying thorny mindstar of clarity (96% power, 24 apr, mind damage) horrifying thorny mindstar of clarity (96% power, 24 apr, mind damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature/Psionic Weapon Damage 96% 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 +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) On-Hit 5 mind 6 darkness Damage +4% mind +4% darkness defense ------ Mind save +3 (+1 eff.) other ------- Max psi +27.00 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. |
thorny mindstar of balance (93% power, 24 apr, nature damage) thorny mindstar of balance (93% power, 24 apr, nature damage)3.0 Encumbrance T3 mindstar 1H weapon [Ego] Nature Weapon Damage 93% 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 +24 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Mind Crit +3% Mindpower +6 (+3 eff.) defense ------ Physical save +4 (+2 eff.) Spell save +7 (+4 eff.) Mind save +4 (+2 eff.) other ------- EQ when Hit +0.90 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. |
Lustrebile (120% power, 4 apr, darkness element) Lustrebile (120% power, 4 apr, darkness element)5.0 Encumbrance T3 staff 2H weapon Reqs Mag 24 [Random Unique] Arcane Weapon Damage 121% Range: 1.0x-1.2x Uses 80% Mag Damage Physical Mastery Staff Mastery Accuracy Bonus +2.0% proc damage (max 200%) Ignore Armor +4 Critical Rate +3.5% Attack Speed 100% While equipped: offense ------ Physical Crit +10.0% Spell Crit +3% Spellpower +25 (+16 eff.) On-Hit 24 arcane Damage +20% darkness Ignore resists +10% light When Hit 6 lightning other ------- Mana/turn +0.44 Max mana +66.00 Light +3 Talents +1 Command Staff Channel mana (increasing mana regeneration by 2000% for 5 turns) Puts all charms on 30 turn cooldown Staves designed for wielders of magic, by the greats of the art. |
bloodlich's elm magestaff of might (100% power, 2 apr, cold element) =2 mag= bloodlich's elm magestaff of might (100% power, 2 apr, cold element) =2 mag=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 +2.0% proc damage (max 200%) Ignore Armor +2 Critical Rate +2.5% Attack Speed 100% While equipped: Stats +2 Mag +2 Cun +2 Con offense ------ Spell Crit +7% Critical power +12.00% Spellpower +3 (+3 eff.) Damage +10% cold other ------- Negative/turn +0.20 Vim-on-crit +4.00 Max vim +23.00 Max negative +22.00 Talents +1 Command Staff Staves designed for wielders of magic, by the greats of the art. |
dwarven-steel waraxe of persecution (125% power, 4 apr) dwarven-steel waraxe of persecution (125% power, 4 apr)3.0 Encumbrance T3 waraxe 1H weapon [Ego] Disrupt Weapon Damage 125% Range: 1.0x-1.4x Uses 100% Str Damage Physical Accuracy Bonus +0.2% critical chance (max 25%) Ignore Armor +4 Critical Rate +4.5% Attack Speed 100% Damage Against +7% Unnatural While equipped: Stats +3 Wil One-handed war axes. |
Brightblight the hardened leather belt Brightblight the hardened leather belt1.0 Encumbrance T3 belt armor [Rare] Nature While equipped: offense ------ Damage +6% acid Ignore resists +20% acid +10% fire On-Hit (Melee): * 20% chance to reduce armor by 17% defense ------ Resistance +12% fire Life +41.00 other ------- Light +2 A belt that goes around your waist. |
blurring rough leather belt of magery blurring rough leather belt of magery1.0 Encumbrance T1 belt armor [Ego+] Arcane/Master While equipped: Stats +4 Mag +4 Wil offense ------ Spell Crit +4% defense ------ Defense +9 (+2 eff.) Stealth +5 A belt that goes around your waist. |
rough leather belt of unlife rough leather belt of unlife1.0 Encumbrance T1 belt armor [Ego+] Arcane While equipped: defense ------ Resistance +5% blight 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 burglary =5 mag= spiritwalker's hardened leather belt of burglary =5 mag=1.0 Encumbrance T3 belt armor [Ego++] Arcane/Master While equipped: Stats +3 Dex +5 Mag +4 Cun +6 Lck defense ------ Stealth +5 other ------- Disarm Traps +9 Mana/turn +0.13 Max mana +20.00 Infravision +3 A belt that goes around your waist. |
Serpentine Cloak (20 def, 0 armour) =poison imm?= Serpentine Cloak (20 def, 0 armour) =poison imm?=2.0 Encumbrance T3 cloak armor [Unique] Nature While equipped: Stats +4 Dex +4 Wil +4 Cun offense ------ Damage +20% nature Ignore resists +20% nature defense ------ Defense +20 (+5 eff.) Poison Resist +50% other ------- Masteries +0.20 Cunning/Stealth +0.50 Cunning/Poisons On Mind Hit: 10% Poison Strike level 1 Cunning and malice seem to emanate from this cloak. |
Zeresalen (1 def, 0 armour) =2 con, 3 mag= Zeresalen (1 def, 0 armour) =2 con, 3 mag=2.0 Encumbrance T1 cloak armor [Rare] Master While equipped: Stats +1 Str +3 Mag +1 Wil +2 Con offense ------ Damage +3% temporal Ignore resists +10% arcane +5% temporal defense ------ Defense +1 (+0 eff.) A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
spellcowled linen cloak of sorcery (1 def, 0 armour) =5 mag= spellcowled linen cloak of sorcery (1 def, 0 armour) =5 mag=2.0 Encumbrance T1 cloak armor [Ego++] Arcane While equipped: Stats +5 Mag +5 Wil offense ------ Spell Crit +5% defense ------ Defense +1 (+0 eff.) Spell save +5 (+3 eff.) other ------- Max mana +45.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Gura (2 def, 3 armour) =3 mag= Gura (2 def, 3 armour) =3 mag=2.0 Encumbrance T2 cloth armor [Random Unique] Arcane/Master/Psionic While equipped: Stats +3 Mag +2 Wil offense ------ Spell Crit +3% Mind Crit +3% Spellpower +3 (+3 eff.) Mindpower +2 (+1 eff.) Damage +3% blight +7% temporal +5% arcane When Hit 2 arcane defense ------ Armor +3 Defense +2 (+0 eff.) Resistance +9% all Physical save +16 (+7 eff.) Spell save +9 (+5 eff.) Mind save +18 (+9 eff.) other ------- Mana-on-crit +2.00 Max mana +16.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Robe of Force (12 def, 8 armour) Robe of Force (12 def, 8 armour)2.0 Encumbrance T2 cloth armor [Unique] Psionic While equipped: Stats +3 Cun +4 Wil offense ------ Mind Crit +4% Mindpower +8 (+4 eff.) Damage +5% mind +5% physical Ignore resists +10% mind +10% physical defense ------ Armor +8 Defense +12 (+3 eff.) Resistance +15% acid +12% physical +9% all Physical save +10 (+5 eff.) Send out a range 5 beam of kinetic energy, dealing 30.67 to 38.33 physical damage (based on Willpower and Cunning) with knockback. Uses 10 power out of 10/10 This thin cloth robe is surrounded by a pulsating shroud of telekinetic force. |
Vestments of the Conclave (0 def, 0 armour) =6 mag= Vestments of the Conclave (0 def, 0 armour) =6 mag=2.0 Encumbrance T2 cloth armor [Unique] Arcane While equipped: Stats +6 Mag offense ------ Spell Crit +15% Spellpower +15 (+11 eff.) Damage +15% arcane defense ------ Resistance +9% all An ancient set of robes that has survived from the Age of Allure. Primal magic forces inhabit it. It was made by Humans for Humans; only they can harness the true power of the robes. |
linen robe 'Runygachik' (0 def, 0 armour) linen robe 'Runygachik' (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Rare] Nature While equipped: Stats +1 Cun offense ------ Damage +3% acid +12% physical +6% mind Ignore resists +20% acid defense ------ Resistance +12% physical +9% temporal +7% all other ------- EQ when Hit +0.04 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
mindwoven silk robe of blight (+15%) (0 def, 0 armour) mindwoven silk robe of blight (+15%) (0 def, 0 armour)2.0 Encumbrance T4 cloth armor [Ego] Arcane/Psionic While equipped: offense ------ Mind Crit +3% Mindpower +4 (+2 eff.) Damage +15% blight defense ------ Resistance +15% blight +13% all Mind save +23 (+11 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
shimmering cashmere robe of life (0 def, 0 armour) shimmering cashmere robe of life (0 def, 0 armour)2.0 Encumbrance T3 cloth armor [Ego+] Arcane/Nature While equipped: offense ------ Damage +12% arcane defense ------ Resistance +7% blight +11% all Life +55.00 Life Regen +1.50 Healmod +18% other ------- Max mana +15.00 A cloth vestment. It offers no intrinsic protection but can be enchanted. |
verdant linen robe of life (0 def, 0 armour) verdant linen robe of life (0 def, 0 armour)2.0 Encumbrance T1 cloth armor [Ego++] Nature While equipped: Stats +3 Con offense ------ Damage +6% nature defense ------ Resistance +6% blight +7% all Life +40.00 Life Regen +1.60 Healmod +10% Poison Resist +25% Disease Resist +24% A cloth vestment. It offers no intrinsic protection but can be enchanted. |
dreamer's pair of rough leather boots of rushing (0 def, 1 armour) dreamer's pair of rough leather boots of rushing (0 def, 1 armour)2.0 Encumbrance T1 feet armor [Ego++] Master/Psionic While equipped: Stats +2 Str +3 Wil +3 Cun +3 Con defense ------ Armor +1 Physical save +6 (+3 eff.) Spell save +6 (+3 eff.) Mind save +5 (+2 eff.) Rush: Puts all charms on 25 turn cooldown Effective talent level: 2.6 Power cost 25 out of 25/25. Range 7 Cooldown: 27 Travel.spd instantaneous Description: Rush toward a target enemy with incredible speed and perform a melee attack for 120% weapon damage that can daze the target for 3 turns if it hits. You must rush from at least 2 tiles away. A pair of boots made of leather. |
Sewerroar (0 def, 1 armour) =3 mag= Sewerroar (0 def, 1 armour) =3 mag=1.0 Encumbrance T1 hands armor [Rare] Psionic While equipped: Stats +2 Str +3 Mag +3 Con offense ------ Accuracy +6 (+2 eff.) When Hit 2 nature defense ------ Armor +1 Crit Resistance 15.00% Physical save +6 (+3 eff.) Mind save +6 (+3 eff.) Disarm Resist +21% 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. |
alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour) =3 cpm= alchemist's dwarven-steel gauntlets of the iron hand (0 def, 2 armour) =3 cpm=1.5 Encumbrance T2 hands armor [Ego++] Arcane/Master While equipped: Stats +3 Str +3 Mag +6 Wil +3 Con offense ------ On-Hit 5 acid 3 fire 4 cold 4 lightning defense ------ Armor +2 Fatigue +3% Disarm Resist +23% other ------- Masteries +0.20 Technique/Grappling 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. |
dwarven-steel gauntlets 'Rimefear' (0 def, 2 armour) dwarven-steel gauntlets 'Rimefear' (0 def, 2 armour)1.5 Encumbrance T2 hands armor [Rare] Master While equipped: Stats +3 Str offense ------ Physical Power +30 (+7 eff.) Damage +9% physical Ignore resists +10% cold defense ------ Armor +2 Fatigue +3% Resistance +6% acid Unlife -60.00 life other ------- Stamina/turn +1.00 Max stamina +30.00 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Metal gloves protecting the hands up to the middle of the lower arm. |
hardened leather gloves of magic (+4) (0 def, 2 armour) =4 mag= hardened leather gloves of magic (+4) (0 def, 2 armour) =4 mag=1.0 Encumbrance T2 hands armor [Ego] Arcane While equipped: Stats +4 Mag offense ------ Damage +6% arcane defense ------ Armor +2 Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. Light gloves which do not seriously hinder finger movements, while still protecting the hands somewhat. |
Gabeth (0 def, 1 armour) Gabeth (0 def, 1 armour)2.0 Encumbrance T1 head armor [Rare] Nature While equipped: Stats +2 Dex +2 Mag defense ------ Armor +1 Fatigue +1% Resistance +9% acid +8% cold +9% temporal other ------- Light +3 Breathe water A cap made of leather. |
Samizor the rough leather cap (15 def, 1 armour) =6 con= Samizor the rough leather cap (15 def, 1 armour) =6 con=2.0 Encumbrance T1 head armor [Rare] Master While equipped: Stats +6 Con offense ------ Ignore Armor +3 defense ------ Armor +1 Defense +15 (+3 eff.) Fatigue +1% Crit Resistance 5.00% A cap made of leather. |
augmenting linen wizard hat of arcana (1 def, 0 armour) =4 mag= augmenting linen wizard hat of arcana (1 def, 0 armour) =4 mag=2.0 Encumbrance T1 head armor [Ego++] Arcane While equipped: Stats +4 Mag +4 Wil offense ------ Spellpower +4 (+4 eff.) Damage +5% acid +4% lightning +4% cold +3% arcane +3% fire defense ------ Defense +1 (+0 eff.) A pointy cloth hat, very wizardly... |
cleansing iron helm of constitution (+3) (0 def, 3 armour) cleansing iron helm of constitution (+3) (0 def, 3 armour)3.0 Encumbrance T1 head armor [Ego] Disrupt/Master While equipped: Stats +3 Con defense ------ Armor +3 Fatigue +5% Resistance +6% nature +6% blight A large helmet that can protect the entire head. Ventilation and bad vision can be a problem, however. |
Greenburst (3 def, 8 armour) Greenburst (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Random Unique] Nature/Psionic While equipped: Stats +3 Mag +9 Wil +4 Cun offense ------ Ignore resists +20% nature defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +6% mind Mind save +23 (+11 eff.) Life Regen +3.70 other ------- Stamina/turn +0.80 A suit of armour made of mail. |
dwarven-steel mail armour of spell shielding (3 def, 8 armour) dwarven-steel mail armour of spell shielding (3 def, 8 armour)14.0 Encumbrance T3 heavy armor [Ego] Arcane While equipped: defense ------ Armor +8 Defense +3 (+0 eff.) Fatigue +12% Resistance +7% arcane Spell save +10 (+5 eff.) A suit of armour made of mail. |
prismatic hardened leather armour of fire resistance (9 def, 6 armour) prismatic hardened leather armour of fire resistance (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Arcane/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +21% fire +12% light +13% darkness A suit of armour made of leather. |
rejuvenating hardened leather armour of stability (9 def, 6 armour) rejuvenating hardened leather armour of stability (9 def, 6 armour)9.0 Encumbrance T3 light armor [Ego] Nature/Master While equipped: defense ------ Armor +6 Defense +9 (+2 eff.) Fatigue +8% Resistance +7% physical Physical save +16 (+7 eff.) Life Regen +2.20 other ------- Stamina/turn +0.80 A suit of armour made of leather. |
rejuvenating reinforced leather armour (12 def, 7 armour) rejuvenating reinforced leather armour (12 def, 7 armour)9.0 Encumbrance T4 light armor [Ego] Nature While equipped: defense ------ Armor +7 Defense +12 (+3 eff.) Fatigue +8% Life Regen +3.60 other ------- Stamina/turn +1.20 A suit of armour made of leather. |
flaming dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 78.5 block) flaming dwarven-steel shield of cold resistance (+20%) (0 def, 6 armour, 78.5 block)7.0 Encumbrance T3 shield armor Reqs - Shield usage training [Ego] Nature/Master Learn shield attack talent or enable 'Always show shield combat' to see combat stats. While equipped: offense ------ On-Hit 7 fire When Hit 10 fire defense ------ Armor +6 Fatigue +8% Resistance +20% cold other ------- Talents +1 Block Handheld deflection devices. |
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. |
471 alchemist agate 471 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. |
3 onyx 3 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. |
4 aquamarine 4 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. |
4 opal 4 opal0.0 Encumbrance T2 blue gem [Normal] While equipped: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Item imbue powers: Stats +2 Str +2 Dex +2 Mag +2 Wil +2 Cun +2 Con Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
6 topaz 6 topaz0.0 Encumbrance T2 blue gem [Normal] While equipped: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Item imbue powers: Defense +4 (+1 eff.) Physical save +4 (+2 eff.) Spell save +4 (+2 eff.) Mind save +4 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
woodsman's iron pickaxe (dig speed 36 turns) =nature resistance= woodsman's iron pickaxe (dig speed 36 turns) =nature resistance=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. |
Rungof's Fang Rungof's Fang1.0 Encumbrance fang misc [Unique] Nature While carried: offense ------ Ignore Armor +7 other ------- Telepathy Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
emerald 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. |
4 spinel 4 spinel0.0 Encumbrance T1 green gem [Normal] While equipped: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Item imbue powers: Defense +2 (+0 eff.) Physical save +2 (+1 eff.) Spell save +2 (+1 eff.) Mind save +2 (+1 eff.) Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
ethereal brass lantern =4 mag= ethereal brass lantern =4 mag=1.0 Encumbrance T1 lite [Ego+] Arcane While equipped: Stats +4 Mag offense ------ Spellpower +6 (+6 eff.) other ------- Light +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. |
preserving brass lantern of clarity preserving brass lantern of clarity2.0 Encumbrance T1 lite [Ego+] Nature/Psionic While equipped: Stats +2 Con defense ------ Resistance +5% blight Mind save +5 (+2 eff.) Life Regen +2.00 other ------- Light +3 See Stealth +6 See Invisibility +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. |
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 213/400 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. |
cleansing yew totem of healing [power 248] (14/15 cooldown) =for escorts= cleansing yew totem of healing [power 248] (14/15 cooldown) =for escorts=2.0 Encumbrance T3 totem charm [Ego] Nature Heal yourself and all friendly characters within 10 spaces for 248 Puts all charms on 15 turn cooldown 100% to cleanse 2 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
5 amethyst 5 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. |
ash wand of lightning storm 'Velitta' [power 200] (14/15 cooldown) =5 con= ash wand of lightning storm 'Velitta' [power 200] (14/15 cooldown) =5 con=2.0 Encumbrance T2 wand charm [Rare] Arcane While equipped: Stats +1 Mag +2 Cun +5 Con defense ------ Armor +2 Crit Resistance 5.00% Unlife -60.00 life Life +40.00 Disarm Resist +20% Create a radius 3 storm for 5 turns. Each turn, creatures within take 40 lightning damage and will be dazed for 1 turn (200 total damage) Puts all charms on 15 turn cooldown 100% to increase all damage penetration by 13% for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
4 ametrine 4 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. |
9 citrine 9 citrine0.0 Encumbrance T1 yellow gem [Normal] While equipped: Light +4 Infravision +4 Item imbue powers: Light +4 Infravision +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
7 zircon 7 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 Rikrel the Halfling Marauder level 12
37th Haze 122nd year of Ascendancy at 02:11 see stats
By Rikrel the Halfling Marauder level 23
42nd Regrowth 123rd year of Ascendancy at 07:22 see stats
By Rikrel the Halfling Marauder level 28
42nd Pyre 123rd year of Ascendancy at 03:39 see stats
By Rikrel the Halfling Marauder level 10
4th Mirth 122nd year of Ascendancy at 07:06 see stats
By Rikrel the Halfling Marauder level 20
10th Allure 123rd year of Ascendancy at 00:57 see stats
By Rikrel the Halfling Marauder level 19
9th Allure 123rd year of Ascendancy at 12:29 see stats
By Rikrel the Halfling Marauder level 17
70th Haze 122nd year of Ascendancy at 15:39 see stats
By Rikrel the Halfling Marauder level 10
4th Mirth 122nd year of Ascendancy at 07:23 see stats
By Rikrel the Halfling Marauder level 19
2nd Decay 122nd year of Ascendancy at 13:09 see stats
By Rikrel the Halfling Marauder level 10
6th Mirth 122nd year of Ascendancy at 05:18 see stats
By Rikrel the Halfling Marauder level 19
1st Decay 122nd year of Ascendancy at 16:25 see stats
By Rikrel the Halfling Marauder level 16
56th Haze 122nd year of Ascendancy at 23:12 see stats
Log
Rikrel uses Heartseeker.
Celia notices you at the last moment!
Rikrel performs a melee critical strike against Celia!
The shield around Celia crumbles.
Rikrel performs a melee critical strike against Celia!
Rikrel hits Celia for (161 absorbed), 27 physical, 154 physical (181 total damage).
Skeleton master archer briefly catches sight of you!
Lord of Skulls (mage) casts Manathrust.
Rikrel reacts to damage from Lord of Skulls (mage), mitigating the blow!.
Ghoulking speeds up.
Lord of Skulls (mage) hits Rikrel for (110 reacted , -5 stam), 178 cold (178 total damage).
Lord of Skulls (mage) hits Celia for 0 cold damage.
Armoured skeleton warrior briefly catches sight of you!
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Armoured skeleton warrior briefly catches sight of you!
Armoured skeleton warrior uses Bone Armour.
A shield forms around armoured skeleton warrior.
Skeleton master archer uses Bone Armour.
A shield forms around skeleton master archer.
Rime Wraith from Celia hits Rikrel for 107 cold damage.
Ghoulking receives 67 healing from Rime Wraith from Celia.
Celia receives 50 healing from Rime Wraith from Celia.
Celia casts Invoke Darkness.
Rikrel reacts to damage from Celia, mitigating the blow!.
Celia is invogorated by death!
Celia hits Rikrel for (137 reacted , -5 stam), 210 darkness (210 total damage).
Rikrel the level 28 halfling marauder was swallowed by the void to death by Celia on level 2 of Last Hope Graveyard.
Space restabilizes around you.
Rikrel no longer revels in blood quite so much.