Character
Game | Tales of Maj'Eyal: Age of Ascendancy 1.7.4 |
Addons | Possessor Bonus Class 1.7.4Donators/Buyers bonus! QuickTome QoL Changes 1.7.4Changes to make ToME faster to play without providing gameplay advantages. You may freely modify and redistribute this addon and its contents, except where otherwise indicated in the Credits section below. Weight: 216890 Full list of effects- After generating the world map, using zone exits or recalling allows you to teleport to most reachable zones, instead of having to walk through the world map. Recalling can still drag doomelves/doombringers/demonologists to the Anteroom of Agony, and the teleportation won't let you bypass Crypt of Kryl'Feijan, Godfeaster, or the Dreadfell ambush. - Maj'Eyal characters start with the Orb of Communication, which can be used to contact the alchemists, Elder of Last Hope, Protector Myssil, and Zemekkys when appropriate. - Achievement pop-ups and announcing your own achievements in chat can be disabled in the game UI and Online options, respectively. - Added an easily toggleable "digging mode" that automatically uses your Dig talent when you move into a diggable wall with no hostiles in sight. CreditsThe icon used for Toggle Digging Mode is licensed under CC-BY 3.0: https://game-icons.net/1x1/delapouite/war-pick.html Changelog1.1.0- This version is not compatible with savegames from previous versions! 1.0.16- Fixed Drem being able to teleport to Dwarf starting zones 1.0.15- Updated for qt-zone-overhaul version 1.0.32 1.0.14- Updated for qt-zone-overhaul version 1.0.27 1.0.13- Updated for qt-zone-overhaul version 1.0.22 1.0.12- Updated for qt-zone-overhaul version 1.0.18 1.0.11- Updated for ToME4 version 1.4.8 1.0.10- Greatly improve worldmap position handling: zone entrance positions are now auto-detected instead of enumerated, multiple onLevelLoads are no longer added 1.0.9- Fix Murgol Lair exit position 1.0.8- Fix regression in tier 1 zone teleports for non-Zone Overhaul games 1.0.7- Don't try to teleport when exiting damp/intimidating caves, Rat Lich crypt, etc. via the stairs 1.0.6- Allowed teleporting via zone exits, not just the Rod 1.0.5- Updated for qt-zone-overhaul 1.0.13 1.0.4- Fix typo that caused Briagh's Lair to be accessible when it shouldn't 1.0.3- Updated for qt-zone-overhaul 1.0.11 1.0.2- Fixed serialization bug that could leave player with nil wilderness position (requiring save editing to continue) if they teleported with the rod of recall, then saved and reloaded the game, then visited the worldmap without teleporting anywhere else. 1.0.1- Updated for qt-zone-overhaul 1.0.4 1.0.0- Initial release 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:
Die in Obscurity 1.3.0Adds an option to the Online tab that can disable the broadcasting of death messages. Additionally, can suppress death messages for characters under a specific level. 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:
Pragmatic Heroism 1.7.0Modifies the life bar to show useful information when the player is below zero life. Also available as part of the ZOmnibus Addon Pack. Showing Items Tier in Inventory 1.7.2This addon add a column to inventory which show items Tier and allows sorting to show higher Tier first There is an option under "Game Setting"->UI->Sort Items by Tier by default items which is going to be transmo- and of type scroll (rune,infusion..), tinker or other without Tier specified will be placed at the top of the inventory to avoid occasional transmo of valuables This mod is safe to use without starting new game No Ambient Sounds 1.7.4Removes all ambient sounds from the game. This includes removing dog barking, bird screeching, blacksmith sounds, wind, and so on. Monsters will still make their growling and hissing noises while fighting. Enjoy the sweet sound of silence~ https://github.com/sandertyu/tome-no-ambient-sounds ---Changelog--- Always center your character 1.5.5Always center your character Items Vault 1.7.0Donators/Buyers bonus! Faster Run/Rest/Explore 1.0.6Important: this addon will have no effect if left unconfigured! Please read the description! Recommended settings:hit escape -> video options
Description:Enables faster run/resting by use of FPS dividers. These dividers simply divide the game's requested FPS by their respective values while resting or running. After starting a new game or loading a saved character, configure this addon by hitting escape -> video options. Setting these dividers to something greater than one can substantially reduce the amount of time required to finish resting/running on older computers. Just be careful when resting on an escort mission... Changelog:See the forum discussion for the changelog. Turn Separators v2 1.6.0Description I just fixed OoDChecker. This was good idea with update mod in a time, but ... Original Turn Separators mod by Codefly Installation: Remove: or make it easy in game: :::::::::::::::::::::::::::::::::::: РУС ::::::::::::::::::::::::::::::::::: Описание Это моя улучшенная версия оригинального мода. Убрана проверка версии клиента. Замечали когда-нибудь, что новые строки в журнале битвы не всегда соответствуют концу своего хода? Этот мод помещает "------" между строками хода, что бы можно было легче визуально отделить минувшую очередь действий. Мод по прежнему добавляет разделитель между игровыми ходами для большей наглядности. Установка: Удаление: или в игре: ZOmnibus Lite 1.7.4A subset of the ZOmnibus Addon Pack, including only those component addons of ZOmnibus that provide UI improvements or are purely cosmetic or informational. Includes the following addons:
Frequently Asked Questions: Restart Sustains 1.7.0Mark sustained talents for easy reactivation after being disrupted by an enemy attack. From the Restart Sustains dialog (bound to <alt-shift-s> by default), you can select sustains to be restarted, arranging them in tree order as needed to ensure that certain sustains are activated before others. In addition, if any of these selected sustains is forcibly deactivated by an attacker, you will be notified with a log message and a noticeable particle effect. Also available as part of the ZOmnibus Addon Pack Frequently Asked Questions: Prodigious Progress 1.7.0Include information in certain prodigies' requirement descriptions about how much progress you've made thereto. Also available as part of the ZOmnibus Addon Pack. Plenum Tooltip Custom Edit 1.7.4Plenum ToolTip Custom Edit: Enhanced Plenum tooltip display for ToME version 0.3 for ToME 1.6.1 This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers and extra crit power, including damage penetration and damage affinities, plus retaliation damage, depending on what options are selected (from a tab in Game Options menu). This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed. In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled. This addon is originally developed by Hachem_Muche and continued by sSs1897. version changes: version 2.7 for ToME 1.5.0: -- updated for cold flames custom edit version 0.1 for ToME 1.6.1: version 0.2: version 0.3: version 0.4: 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 | Female |
Race | Shalore |
Class | Skirmisher |
Level / Exp | 32 / 53% |
Size | medium |
Lifes / Deaths | Killed by Grand Corruptor at level 32 on the 29th Haze 122nd year of Ascendancy at 07:48 / 1 |
Primary Stats
Strength | 17 (base 12) |
Dexterity | 98 (base 60) |
Constitution | 26 (base 15) |
Magic | 18 (base 10) |
Willpower | 23 (base 11) |
Cunning | 69 (base 60) |
Resources
Life | -328/660 |
Stamina | 42/226 |
Healing Factor | 1.2416586254954 |
Regeneration | 24.46092618866 |
Speed
Mental | 0% |
Attack | 0% |
Movement | -2.2204460492503E-14% |
Spell | 0% |
Global | +100% |
Vision
Sight | 10 |
Lite | 8 |
Infravision | 8 |
See Stealth | 51.975641342752 |
See Invisible | 53.975641342752 |
ESP Range | 10 |
ESP Kinds | animal/canine |
Offense: Mainhand
Damage | 125 |
Accuracy | 68 |
Crit Chance | 35% |
APR | 10 |
Speed | 1.00 |
Offense: Offhand
Damage | |
Accuracy | |
Crit Chance | |
APR | |
Speed |
Offense: Spell
Spellpower | 29 |
Crit Chance | 22% |
Speed | 1 |
Offense: Mind
Mindpower | 35 |
Crit Chance | 22% |
Speed | 1 |
Offense: Damage Bonus
Arcane | +23% |
Physical | +20% |
All | +17% |
Offense: Damage Penetration
Physical | +16% |
Arcane | +5% |
Light | +10% |
All | 0% |
Defense: Base
Armour (hardiness) | 43.719009130622 (56.026343845506%) |
Defense | 62 |
Ranged Defense | 62 |
Fatigue | 0 |
Physical Save | 21 |
Spell Save | 33 |
Mental Save | 43 |
Defense: Resistances
Acid | + 16%( 70%) |
Blight | + 21%( 70%) |
Arcane | + 26%( 70%) |
Cold | + 22%( 70%) |
All | + 13%( 70%) |
Darkness | + 38%( 70%) |
Physical | + 15%( 70%) |
Temporal | + 30%( 70%) |
Lightning | + 30%( 70%) |
Mind | + 26%( 70%) |
Fire | + 36%( 70%) |
Nature | + 18%( 70%) |
Defense: Immunities
Disarm Resistance | 40% |
Instadeath Resistance | 100% |
Confusion Resistance | 46% |
Silence Resistance | 72% |
Stun Resistance | 100% |
Poison Resistance | 10% |
Knockback Resistance | 30% |
Inscriptions (3/3)
Runes | Effective talent level: 1.0 Rune: Mirror ImageUse mode: Activated Range: melee/personal Cooldown: 24 Travel Speed: instantaneous Usage Speed: Spell (100% of a turn) Is: a spell Description: Activate the rune to create up to 3 images of yourself that taunt nearby enemies each turn and immediately after being summoned. Only one image can be created per enemy in radius 10 with the first being created near the closest enemy. Images inherit all of your life, resistance, armor, defense, and armor hardiness. |
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 61 damage per debuff cleansed (not counting cross-tier ones). If there were only cross-tier effects to cleanse, no shield is created and the rune goes on a 75% reduced cooldown. Its effects scale with your Strength stat. |
Infusions | Effective talent level: 1.0 Infusion: MovementUse 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 increase movement speed by 933% 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 Dexterity stat. |
Class Talents
Technique / Tireless Combatant | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Technique / Buckler Training | 1.30 |
| 2/5 |
| 1/5 |
| 4/5 |
| 0/5 |
Cunning / Poisons | 1.30 |
| 1/5 |
| 1/5 |
| 3/5 |
| 4/5 |
Cunning / Trapping | 1.00 |
| 5/5 |
| 5/5 |
| 4/5 |
| 1/5 |
Technique / Skirmisher - Slings | 1.30 |
| 5/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Cunning / Called Shots | 1.30 |
| 0/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Generic Talents
Cunning / Survival | 1.30 |
| 1/5 |
| 5/5 |
| 1/5 |
| 0/5 |
Technique / Combat training | 1.30 |
| 0/5 |
| 1/5 |
| 1/5 |
| 0/5 |
| 0/5 |
| 0/5 |
Race / Shalore | 1.00 |
| 1/5 |
| 1/5 |
| 1/5 |
| 5/5 |
Technique / Mobility | 1.30 |
| 1/5 |
| 1/5 |
| 2/5 |
| 3/5 |
Cunning / Scoundrel | 1.30 |
| 1/5 |
| 3/5 |
| 1/5 |
| 3/5 |
Prodigies
| 1/1 |
Effects
Quests
You met a novice mage who was tasked to collect an arcane powered artifact. An apprentice taskHe asked for your help, should you collect some that you do not need. * Collect an artifact arcane powered item. | done |
Ungrol of Last Hope asked you to look for his wife's friend Celia, who has been reported missing. She frequently visits her late husband's mausoleum, in the graveyard near Last Hope. And now for a grave | active |
You have heard that within the scintillating caves lie strange crystals imbued with Spellblaze energies. Echoes of the SpellblazeThere are also rumours of a renegade Shaloren camp to the west. * You have explored the scintillating caves and destroyed the Spellblaze Crystal. * You have explored the Rhaloren camp and killed the Inquisitor. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Daikara. Escort: lone alchemist (level 2 of Daikara)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lone alchemist to the recall portal on level 2 of Old Forest. Escort: lone alchemist (level 2 of Old Forest)As a reward you improved Dexterity by +5. | done |
You successfully escorted the lost sun paladin to the recall portal on level 2 of Scintillating Caves. Escort: lost sun paladin (level 2 of Scintillating Caves)As a reward you gained talent category Celestial / Chants (at mastery 1.00). | done |
You failed to protect the repented thief from death by cold drake. Escort: repented thief (level 1 of Daikara) | 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 Shardskin. * 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 |
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. * You have bound the transmogrification chest to the Fortress power system. * You have upgraded your rod of recall to transport you to the fortress. * The fortress shadow has asked that you come back as soon as possible. The fortress's current energy level is: 79. | 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 AlchemistsAgrimley the hermit needs your help making an elixir of focus. He has given you some notes on the ingredients: * 'Needed: one vial of fire wyrm saliva. Keep this stuff well away from your campfire unless you want me to have to find a new, more alive adventurer.' * You've found the needed sandworm tooth. * 'Needed: one storm wyrm claw. I recommend severing one of their dewclaws. They're smaller and easier to remove, but they've never been blunted by use, so be careful you don't poke yourself. Oh yes, and don't get eaten.' Ungrol of Last Hope needs your help making an elixir of foundations. He has given you some notes on the ingredients: * 'Needed: one vampire lord fang. You should definitely consider not pricking yourself with it.' * You've found the needed vial of elder vampire blood. * 'Needed: one wretchling eyeball. Evil little things, wretchlings. Feel free to kill as many as you can, though I just need the one intact eyeball.' | 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 within20 lumberjacks have died. | done |
You have found a slavers' compound and entered it. Till the Blood Runs ClearYou decided to join the slavers and take part in their game. You won the ring of blood! You 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 | Glintedge the pair of rough leather boots (0 def, 7 armour) Glintedge the pair of rough leather boots (0 def, 7 armour)Crafted by a master 2.00 Encumbrance. Type: armor / feet ; tier 1 When wielded/worn: Armour: +7 Changes resistances: +9% blight / +3% darkness Changes resistances penetration: +10% light Reduces incoming crit damage: 15.00% Confusion immunity: +10% Only die when reaching: -60.00 life Infravision radius: +2 Defense after a teleport: +5 Resist all after a teleport: +5% New effects duration reduction after a teleport: +5% A pair of boots made of leather. |
Quiver | Blazetrencher the pouch of dwarven-steel shots (13/20, 148% power, 3 apr) Blazetrencher the pouch of dwarven-steel shots (13/20, 148% power, 3 apr)Requires: - Dexterity 24 Crafted by a master 3.00 Encumbrance. Type: ammo / shot ; tier 3 Power: 148% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +5.0% Capacity: 20 Damage (Ranged): +12 fire / +20 light / +20 darkness Damage (radius 2) on crit: +12 darkness / +12 light Shots are used with slings to pummel your foes to death. |
Light source | alchemist's lamp 'Lustreransom' alchemist's lamp 'Lustreransom'Infused by psionic forces 1.00 Encumbrance. Type: lite / lite ; tier 3 When wielded/worn: Changes stats: +7 Dex / +7 Con Mental save: +7 (+2 eff.) Light radius: +7 See stealth: +9 See invisible: +11 A normal brass lantern, enhanced by alchemy to make it brighter. |
On head | hardened leather cap 'Lisyta' (0 def, 3 armour) hardened leather cap 'Lisyta' (0 def, 3 armour)Infused by nature Crafted by a master 2.00 Encumbrance. [Random Unique] Type: armor / head ; tier 3 When wielded/worn: Armour: +3 Fatigue: +3% Changes stats: +10 Dex / +3 Wil / +2 Cun Changes resistances: +7% lightning / +7% temporal / +26% darkness / +5% arcane Infravision radius: +6 A cap made of leather. |
On hands | Gloves of the Firm Hand (0 def, 8 armour) Gloves of the Firm Hand (0 def, 8 armour)Crafted by a master 1.00 Encumbrance. [Unique] Type: armor / hands ; tier 3 When wielded/worn: Armour: +8 Changes stats: +4 Con Talent cooldown: Clinch (-2 turns) Disarm immunity: +40% Stun/Freeze immunity: +30% Knockback immunity: +30% Learn an unarmed attack talent or enable 'Always show glove combat' to see combat stats. These gloves make you feel rock steady! These magical gloves feel really soft to the touch from the inside. On the outside, magical stones create a rough surface that is constantly shifting. When you brace yourself, a magical ray of earth energy seems to automatically bind them to the ground, granting you increased stability. |
Tool | Aryselle [power 1] (16/14 cooldown) Aryselle [power 1] (16/14 cooldown)Infused by psionic forces 2.00 Encumbrance. Type: charm / torque ; tier 1 When wielded/worn: Changes stats: +4 Str Changes resistances: +3% acid Spell save: +12 (+6 eff.) Poison immunity: +10% Stun/Freeze immunity: +20% It can be used to remove 1 confusion or silence effect and prevent the application of 1 detrimental mental effects for 5 turns Activation puts all charms on cooldown for 14 turns. Torques are made by powerful psionics to store psionic powers. |
On fingers | painweaver's steel ring of life = painweaver's steel ring of life = |
On fingers | Elenyrath the steel ring = Elenyrath the steel ring = |
Around neck | Halideragrim the Sparktooth = Halideragrim the Sparktooth = |
In main hand | This item has one or more egos on your ego wish list. penetrating hardened leather sling of recursion =:-D=penetrating hardened leather sling of recursion =:-D= Requires: - Dexterity 24 - Talent Shoot Powered by arcane forces 4.00 Encumbrance. Type: weapon / sling ; tier 3 Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Attack speed: 100% Firing range: +8 When this weapon hits: Shoot (10% chance level 1). When wielded/worn: Changes resistances penetration: +16% physical Slings are used to hurl stones or metal shots at your foes. |
Around waist | Zubelaith the Growtrial = Zubelaith the Growtrial = |
In off hand | This item has one or more egos on your ego wish list. Brenilin the steel shield (0 def, 7 armour, 124% power, 78 block)Brenilin the steel shield (0 def, 7 armour, 124% power, 78 block) Requires: - Shield usage training - Cunning 16 Powered by arcane forces Crafted by a master 7.00 Encumbrance. [Random Unique] Type: armor / shield ; tier 2 When used to attack (with talents): Power: 124% Range: 1.2x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +2.0% proc dam (max 200%) Crit. chance: +3.0% Block value: +78 On weapon crit: * Smash the target reducing mind, spell, and combat action speeds by 30% Damage (radius 2) on crit: +8 physical When wielded/worn: Physical crit. chance: +9.0% Physical power: +7 (+2 eff.) Armour: +7 Fatigue: +8% Changes resistances: +12% temporal / +17% fire Changes damage: +3% physical Talent granted: +1 Block Activating this item is instant. It can be used to activate talent Temporal Shield, placing all other charms into a 17 cooldown : Effective talent level: 2.0 Power cost: 17 out of 30/30. Range: 10 Travel Speed: instantaneous Is: a spell and usable during Aether Avatar Description: This intricate spell instantly erects a time shield around the caster, preventing any incoming damage and sending it forward in time. Once either the maximum damage (194) is absorbed, or the time runs out (7 turns), the stored damage will return as a temporal restoration field over time (5 turns). Each turn the restoration field is active, you get healed for 10% of the absorbed damage (Aegis Shielding talent affects the percentage). The shield's max absorption will increase with your Spellpower. Handheld deflection devices. |
Cloak | cashmere cloak 'Marduruidin' (10 def, 0 armour) cashmere cloak 'Marduruidin' (10 def, 0 armour)Crafted by a master 2.00 Encumbrance. Type: armor / cloak ; tier 3 When wielded/worn: Accuracy: +20 (+5 eff.) Defense: +10 (+3 eff.) Changes stats: +2 Str / +5 Dex Physical save: +8 (+4 eff.) Equilibrium when hit: +0.08 Maximum hate: +8.00 A cloth coat typically worn as a loose outer garment. It is spacious enough to be worn even over bulky metal armour. |
Main armor | Robe of the Archmage (10 def, 10 armour) Robe of the Archmage (10 def, 10 armour)Powered by arcane forces 2.00 Encumbrance. [Unique] Type: armor / cloth ; tier 4 When wielded/worn: Armour: +10 Defense: +10 (+3 eff.) Damage when hit (Melee): 15 arcane Changes stats: +6 Mag / +6 Wil / +6 Cun Changes resistances: +10% lightning / +10% cold / +10% fire / +10% arcane / +13% all Changes damage: +12% all Spell save: +20 (+9 eff.) Mental save: +15 (+5 eff.) Silence immunity: +50% Mana each turn: +2.00 Spellpower: +15 (+8 eff.) Light radius: +1 A plain elven-silk robe. It would be unremarkable if not for the sheer power it radiates. |
Inventory
heroism infusion of the duelist (die at -771; dur 7; cd 29) heroism infusion of the duelist (die at -771; dur 7; cd 29)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 29 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 7 turns. While Heroism is active, you will only die when reaching -771 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1924 life, 17 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the infusion. Natural infusions may be grafted onto your body, granting you an on-demand nature talent. |
heroism infusion of the sneak (die at -725; dur 8; cd 26) heroism infusion of the sneak (die at -725; dur 8; cd 26)Infused by nature 0.10 Encumbrance. Type: scroll / infusion When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 26 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a nature gift Description: Activate the infusion to endure even the most grievous of wounds for 8 turns. While Heroism is active, you will only die when reaching -725 life. The duration and life will increase by 1% for every 1% life you have lost (currently 1809 life, 19 duration) If your life is below 0 when this effect wears off it will be set to 1. Its effects scale with your Cunning stat. It can be used to 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 ( ) =:-/=Powered by arcane forces 0.10 Encumbrance. [Unique] Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: 10 Cooldown: 20 Travel Speed: instantaneous 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
acid wave rune (damage 135; dur 4; cd 19) acid wave rune (damage 135; dur 4; cd 19)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 19 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to unleash a cone dealing 134.55 acid damage. The corrosive acid will also disarm enemies struck for 4 turns. This effect can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 110; dur 4; cd 15) biting gale rune (damage 110; dur 4; cd 15)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 direct a cone of chilling stormwind doing 109.98 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune (damage 43; dur 4; cd 16) biting gale rune (damage 43; dur 4; cd 16)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 16 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 43.29 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
biting gale rune of the sneak (damage 260; dur 4; cd 17) biting gale rune of the sneak (damage 260; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 Travel Speed: instantaneous Usage Speed: Instant (0% of a turn) Is: a spell Description: Activate the rune to direct a cone of chilling stormwind doing 259.51 cold damage. The storm will soak enemies hit reducing their resistance to stuns by 50% then attempt to freeze them for 4 turns. These effects can be resisted but not saved against. Its effects scale with your Cunning stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
shatter afflictions rune (absorb 37; cd 12) shatter afflictions rune (absorb 37; cd 12)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 37 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. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
shatter afflictions rune of the titan (absorb 68; cd 13) shatter afflictions rune of the titan (absorb 68; cd 13)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use 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 68 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 Constitution stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. Press to compare to your current inscriptions |
stormshield rune (threshold 55; blocks 5; dur 4; cd 17) stormshield rune (threshold 55; blocks 5; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 55 up to 5 times. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
stormshield rune of the duelist (threshold 33; blocks 6; dur 4; cd 17) stormshield rune of the duelist (threshold 33; blocks 6; dur 4; cd 17)Powered by arcane forces 0.10 Encumbrance. Type: scroll / rune When inscribed on your body: Effective talent level: 0.0 Use mode: Activated Range: melee/personal Cooldown: 17 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 33 up to 6 times. Its effects scale with your Dexterity stat. It can be used to inscribe your skin with the rune. Magical runes may be inscribed onto your body, granting you an on-demand spell talent. |
clarifying copper amulet of dexterity (+2) clarifying copper amulet of dexterity (+2)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +2 Dex Changes resistances: +11% mind Confusion immunity: +22% Amulets make your neck look great! |
clarifying copper amulet of healing clarifying copper amulet of healingInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +11% mind Cut immunity: +40% Confusion immunity: +22% Healing mod.: +11% It can be used to activate talent Heal, placing all other charms into a 20 cooldown : Effective talent level: 2.0 Power cost: 20 out of 35/35. Range: melee/personal Travel Speed: instantaneous Is: a nature gift Description: Imbues your body with natural energies, healing for 214 life. The life healed will increase with your Mindpower. Amulets make your neck look great! |
copper amulet of dexterity (+3) copper amulet of dexterity (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Dex Amulets make your neck look great! |
grounding copper amulet grounding copper amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes resistances: +12% lightning Stun/Freeze immunity: +22% Amulets make your neck look great! |
restful copper amulet restful copper amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Fatigue: -4% Life regen: +1.00 Amulets make your neck look great! |
starlit copper amulet of willpower (+3) starlit copper amulet of willpower (+3)Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 1 When wielded/worn: Changes stats: +3 Wil Changes resistances: +10% light / +11% darkness Blindness immunity: +20% Amulets make your neck look great! |
Daystun DaystunCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Defense: +15 (+4 eff.) Changes stats: +6 Con Changes resistances: +5% arcane Changes resistances penetration: +25% light Changes damage: +12% light Physical save: +25 (+13 eff.) Spell save: +13 (+6 eff.) Mental save: +14 (+4 eff.) Amulets make your neck look great! |
cleansing steel amulet of constitution (+3) cleansing steel amulet of constitution (+3)Infused by nature Infused by arcane disrupting forces 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Changes stats: +3 Con Changes resistances: +11% nature / +14% blight Poison immunity: +27% Disease immunity: +24% Amulets make your neck look great! |
savior's steel amulet savior's steel amuletCrafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +12 (+6 eff.) Spell save: +12 (+6 eff.) Mental save: +10 (+3 eff.) Amulets make your neck look great! |
savior's steel amulet of vision savior's steel amulet of visionInfused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Physical save: +10 (+5 eff.) Spell save: +12 (+6 eff.) Mental save: +12 (+4 eff.) Blindness immunity: +11% Infravision radius: +4 Sight radius: +2 See invisible: +5 Amulets make your neck look great! |
serendipitous steel amulet serendipitous steel amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Accuracy: +8 (+2 eff.) Defense: +7 (+2 eff.) Changes stats: +9 Lck Reduce all damage from unseen attackers: 11% Amulets make your neck look great! |
steel amulet of vision steel amulet of visionInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 2 When wielded/worn: Blindness immunity: +18% Infravision radius: +4 Sight radius: +2 See invisible: +7 Amulets make your neck look great! |
Boruromidan the gold amulet Boruromidan the gold amuletPowered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Physical power: +7 (+2 eff.) Damage (Melee): 8 light / 8 darkness Effects when hit in melee: * 8% chance to reduce damage dealt by 19% * 10% chance to blind Changes resistances: +3% nature Changes damage: +7% physical / +8% light / +8% blight / +6% fire / +9% darkness Critical mult.: +10.00% Spell save: +15 (+7 eff.) Teleport immunity: +10% Spellpower: +8 (+4 eff.) Combat speed: +10% Defense after a teleport: +10 Resist all after a teleport: +10% New effects duration reduction after a teleport: +10% Amulets make your neck look great! |
Hurigothel the gold amulet Hurigothel the gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +6% lightning / +3% temporal / +16% light / +3% fire / +19% darkness Changes resistances penetration: +25% mind Changes damage: +12% mind Blindness immunity: +31% Amulets make your neck look great! |
Sunwrither SunwritherInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +8% physical / +9% light / +6% fire Changes resistances penetration: +20% lightning / +10% fire Changes damage: +3% light Stamina each turn: +0.40 Light radius: +3 Amulets make your neck look great! |
Urthithad the gold amulet Urthithad the gold amuletInfused by nature Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 3 When wielded/worn: Damage when hit (Melee): 2 temporal Changes stats: +4 Cun Changes resistances penetration: +5% arcane Changes damage: +3% arcane Talent masteries: +0.50 Cunning / Called Shots +0.25 Technique / Combat training Spell save: +12 (+6 eff.) Vim when firing critical spell: +2.00 Amulets make your neck look great! |
gold amulet 'Glimmerrock' gold amulet 'Glimmerrock'Infused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes stats: +7 Str / +4 Wil Changes resistances: +6% lightning Changes resistances penetration: +5% light / +10% lightning Changes damage: +18% light See invisible: +21 Amulets make your neck look great! |
stabilizing gold amulet stabilizing gold amuletInfused by nature 0.10 Encumbrance. Type: jewelry / amulet ; tier 3 When wielded/worn: Changes resistances: +18% temporal Pinning immunity: +24% Knockback immunity: +23% Amulets make your neck look great! |
Harogaregohor HarogaregohorPowered by arcane forces Infused by nature 0.10 Encumbrance. [Random Unique] Type: jewelry / amulet ; tier 4 When wielded/worn: Armour: +4 Changes stats: +5 Str / +3 Con Changes damage: +9% blight / +9% fire / +6% arcane Critical mult.: +18.00% Physical save: +14 (+7 eff.) Blindness immunity: +12% Life regen: +5.00 Maximum life: +30.00 Spellpower: +7 (+4 eff.) Infravision radius: +6 Sight radius: +2 See invisible: +8 Amulets make your neck look great! |
vitalizing stralite amulet of perfection (0.34 Technique / Tireless Combatant,0.34 Celestial / Chants) =kek= vitalizing stralite amulet of perfection (0.34 Technique / Tireless Combatant,0.34 Celestial / Chants) =kek=Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / amulet ; tier 4 When wielded/worn: Changes stats: +3 Con Talent masteries: +0.34 Technique / Tireless Combatant +0.34 Celestial / Chants Physical save: +9 (+5 eff.) Life regen: +3.00 Maximum life: +38.00 Amulets make your neck look great! |
Kilnrace the copper ring Kilnrace the copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 2 fire Changes resistances penetration: +5% darkness / +10% fire Changes damage: +9% fire / +3% light / +6% darkness Mental save: +5 (+1 eff.) Confusion immunity: +23% Rings make your fingers look great! |
Pyreraider the copper ring Pyreraider the copper ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +1 Str / +1 Dex / +3 Cun Changes resistances: +22% fire Changes resistances penetration: +5% acid / +10% fire Changes damage: +11% fire Reduces incoming crit damage: 15.00% Light radius: +1 Rings make your fingers look great! |
copper citrine ring copper citrine ringInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Life regen: +6.00 Maximum life: +45.00 Light radius: +4 Infravision radius: +4 Healing mod.: +11% Rings make your fingers look great! |
copper ring copper ring0.10 Encumbrance. Type: jewelry / ring ; tier 1 Rings make your fingers look great! |
copper ring 'Splendouredge' copper ring 'Splendouredge'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Physical crit. chance: +3.0% Defense: +5 (+2 eff.) Changes stats: +3 Dex / +4 Con Physical save: +6 (+3 eff.) Maximum stamina: +30.00 Light radius: +2 Rings make your fingers look great! |
copper ring 'Sunpyre' copper ring 'Sunpyre'Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Damage when hit (Melee): 4 light Changes stats: +3 Str / +2 Mag / +1 Cun Changes resistances: +6% blight / +6% nature / +3% light Changes damage: +3% light Poison immunity: +11% Disease immunity: +11% Rings make your fingers look great! |
marksman's copper ring of tenacity marksman's copper ring of tenacityCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Accuracy: +4 (+1 eff.) Changes stats: +2 Dex Disarm immunity: +24% Pinning immunity: +21% Knockback immunity: +22% Maximum life: +22.00 Rings make your fingers look great! |
mule's copper ring of fire (+20%) mule's copper ring of fire (+20%)Infused by nature Crafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Fatigue: -4% Changes resistances: +20% fire Changes damage: +10% fire Maximum encumbrance: +21 Rings make your fingers look great! |
psionicist's copper ring psionicist's copper ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Wil Mental save: +6 (+2 eff.) Rings make your fingers look great! |
wizard's copper ring wizard's copper ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 1 When wielded/worn: Changes stats: +3 Mag Spell save: +6 (+3 eff.) Rings make your fingers look great! |
Emirelrata the Infernosage Emirelrata the InfernosageInfused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +2 Wil / +5 Cun / +5 Con Changes resistances: +6% fire Changes resistances penetration: +10% light Changes damage: +6% fire Physical save: +10 (+5 eff.) Maximum hate: +10.00 Mental crit. chance: +6% Rings make your fingers look great! |
Horan the Rainshaper Horan the RainshaperPowered by arcane forces Infused by nature Infused by psionic forces 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 2 When wielded/worn: Physical power: +7 (+2 eff.) Changes stats: +5 Cun / +4 Wil Changes resistances: +6% nature / +22% cold Changes resistances penetration: +10% nature Changes damage: +3% light / +11% cold Spellpower: +6 (+3 eff.) Mindpower: +12 (+5 eff.) Rings make your fingers look great! |
Toregen the Frozenwalker Toregen the FrozenwalkerInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 20% chance to gain 10% of a turn (3/turn limit) Changes stats: +4 Mag / +4 Wil Changes resistances penetration: +10% cold Changes damage: +9% temporal Spell save: +9 (+4 eff.) Mental save: +8 (+2 eff.) Spell crit. chance: +2% Damage Shield penetration: +30% Rings make your fingers look great! |
Ulfedoran the steel ring Ulfedoran the steel ringPowered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Effects on melee hit: * 10% chance to reduce strength, dexterity, and constitution by 17 Damage when hit (Melee): 2 arcane Changes stats: +6 Mag / +5 Wil Changes resistances: +18% acid Changes damage: +9% blight Spellpower on spell critical (stacks up to 3 times): +6 Maximum mana: +40.00 Maximum vim: +50.00 Spellpower: +8 (+4 eff.) Rings make your fingers look great! |
solipsist's steel ring solipsist's steel ringInfused by psionic forces 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Changes stats: +5 Cun / +5 Wil Mindpower: +5 (+2 eff.) Rings make your fingers look great! |
warrior's steel ring of perseverance warrior's steel ring of perseveranceCrafted by a master 0.10 Encumbrance. Type: jewelry / ring ; tier 2 When wielded/worn: Armour: +8 Changes stats: +4 Str Stun/Freeze immunity: +20% Life regen: +3.00 Rings make your fingers look great! |
gold quartz ring =:-/= gold quartz ring =:-/=Infused by nature 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +8% nature / +7% blight Poison immunity: +16% Disease immunity: +16% Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold quartz ring =:-/= gold quartz ring =:-/=Powered by arcane forces 0.10 Encumbrance. Type: jewelry / ring ; tier 3 When wielded/worn: Changes resistances: +15% acid / +16% fire / +15% lightning / +16% cold Stun/Freeze immunity: +30% Rings make your fingers look great! |
gold ring 'Eclipsebearer' gold ring 'Eclipsebearer'Powered by arcane forces Crafted by a master 0.10 Encumbrance. [Random Unique] Type: jewelry / ring ; tier 3 When wielded/worn: Accuracy: +7 (+2 eff.) Armour penetration: +10 Defense: +8 (+2 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% * 10% chance to reduce all saves and defense by 23 Damage when hit (Melee): 2 mind Changes stats: +5 Mag / +4 Wil Changes resistances: +12% darkness Changes damage: +6% darkness Disarm immunity: +32% Pinning immunity: +26% Knockback immunity: +31% Maximum life: +24.00 Spellpower: +6 (+3 eff.) It can be used to activate talent Disengage, placing all other charms into a 6 cooldown : Effective talent level: 2.6 Power cost: 6 out of 10/10. Range: 7 Travel Speed: 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! |
Bloodcaller =maybe= Bloodcaller =maybe=Infused by psionic forces 0.10 Encumbrance. [Unique] Type: jewelry / ring ; tier 4 When wielded/worn: Fatigue: -5% Mental save: -7 (-3 eff.) You heal for 2.5% of the damage you deal. Healing during current combat: 0.00 You won the Ring of Blood trial, and this is your reward. |
This item will automatically be transmogrified when you leave the level. Flashblur the dwarven-steel battleaxe (140% power, 2 apr)Flashblur the dwarven-steel battleaxe (140% power, 2 apr) Requires: - Strength 24 Crafted by a master 3.00 Encumbrance. Type: weapon / battleaxe ; tier 3 It must be held with both hands. Power: 140% Range: 1.5x Uses stat: 120% Str Damage type: Physical Accuracy bonus: +0.2% crit chance (max 25%) Armour Penetration: +2 Crit. chance: +6.5% Attack speed: 100% Damage (Melee): +20 light Damage (radius 1) on hit: +8 light When wielded/worn: Accuracy: +16 (+4 eff.) Defense: +16 (+4 eff.) Changes stats: +4 Dex / +6 Wil / +3 Cun Changes damage: +6% light Reduces incoming crit damage: 15.00% Disarm immunity: +53% Massive two-handed battleaxes. |
iron mace 'Woeseam' (108% power, 2 apr) iron mace 'Woeseam' (108% power, 2 apr)Requires: - Strength 11 Powered by arcane forces 3.00 Encumbrance. Type: weapon / mace ; tier 1 Power: 108% Range: 1.4x Uses stat: 100% Str Damage type: Physical Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +2 Crit. chance: +0.5% Attack speed: 100% Damage (radius 1) on hit: +7 fire When wielded/worn: Armour: +8 Defense: +20 (+5 eff.) Effects on melee hit: * 20% chance to reduce armor by 26% Changes stats: +3 Dex Changes resistances: +9% darkness Stamina each turn: +2.00 Only die when reaching: -80.00 life Blunt and deadly. |
vined mindstar 'Dourpassion' (83% power, 18 apr, nature damage) vined mindstar 'Dourpassion' (83% power, 18 apr, nature damage)Requires: - Willpower 16 Infused by nature Infused by psionic forces 3.00 Encumbrance. Type: weapon / mindstar ; tier 2 Power: 84% Range: 1.1x Uses stats: 50% Wil, 30% Cun Damage type: Nature Mastery: Psiblades Accuracy bonus: +0.2% crit chance (max 25%) Accuracy is based on willpower for this weapon. Armour Penetration: +18 Crit. chance: +6.0% Attack speed: 100% When wielded/worn: Defense: +10 (+3 eff.) Effects on melee hit: * 20% chance to reduce damage dealt by 19% Changes stats: +4 Cun / +1 Dex Changes resistances penetration: +10% mind / +10% physical Talent granted: +1 Attune Mindstar Critical mult.: +7.00% Mental save: +12 (+4 eff.) Only die when reaching: -80.00 life Mindpower: +4 (+2 eff.) Mental crit. chance: +2% 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. |
This item has one or more egos on your ego wish list. Balylathaldir the Mucusstun (21/21, 152% power, 3 apr)Balylathaldir the Mucusstun (21/21, 152% power, 3 apr) Requires: - Dexterity 24 Infused by nature Crafted by a master Infused by psionic forces 3.00 Encumbrance. [Random Unique] Type: ammo / shot ; tier 3 Power: 152% Range: 1.2x Uses stats: 70% Dex, 50% Cun Damage type: Physical Mastery: Sling Supremacy Accuracy bonus: +0.2% base dam (max 20%) Armour Penetration: +3 Crit. chance: +11.0% Capacity: 21 On weapon hit: * 20% chance to create an air burst in radius 3 knocking enemies back 2 spaces and dealing 130 physical damage * 50% chance to put 1 talent on cooldown for 3 turns (checks Confusion immunity) On weapon crit: * Wound the target dealing 181 physical damage across 5 turns and reducing healing by 50% Travel speed: +200% Damage (Ranged): +8 nature Damage (radius 1) on hit: +16 nature Damage (radius 2) on crit: +8 nature Shots are used with slings to pummel your foes to death. |
woollen robe 'Galoyadir' (0 def, 8 armour) woollen robe 'Galoyadir' (0 def, 8 armour)Powered by arcane forces 2.00 Encumbrance. Type: armor / cloth ; tier 2 When wielded/worn: Armour penetration: +3 Physical crit. chance: +2.0% Armour: +8 Changes stats: +3 Str Changes resistances: +9% all Changes damage: +9% physical / +6% all Critical mult.: +20.00% Maximum stamina: +20.00 Spellpower: +13 (+7 eff.) A cloth vestment. It offers no intrinsic protection but can be enchanted. |
Mighty Girdle Mighty GirdleCrafted by a master 1.00 Encumbrance. [Unique] Type: armor / belt ; tier 1 It is part of a set of items. Some giant wraps would make you feel great. When wielded/worn: Armour: +4 Fatigue: -10% Maximum encumbrance: +70 Knockback immunity: +40% Maximum life: +40.00 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. |
This item has one or more egos on your ego wish list. noble's rough leather belt of unlife =unlife=noble's rough leather belt of unlife =unlife= Powered by arcane forces Crafted by a master 1.00 Encumbrance. Type: armor / belt ; tier 1 When wielded/worn: Changes stats: +4 Cun / +3 Wil Changes resistances: +6% blight Damage against: +18% Summoned Reduced damage from: +15% Summoned The wearer is treated as an undead. The wearer no longer has to breathe. A belt that goes around your waist. |
grounding pair of dwarven-steel boots of phasing (0 def, 4 armour) =phasing= grounding pair of dwarven-steel boots of phasing (0 def, 4 armour) =phasing=Requires: - Heavy armour training Powered by arcane forces Infused by nature 3.00 Encumbrance. Type: armor / feet ; tier 3 When wielded/worn: Armour: +4 Fatigue: +3% Changes stats: +3 Mag / +2 Wil Changes resistances: +5% lightning / +6% temporal It can be used to blink to a nearby random location (rad 8) Activation puts all charms on cooldown for 14 turns. Heavy boots, with metal strips at the toes, heels and other vulnerable parts, to better protect the wearer's feet from harm. |
Heatonslaught the dwarven-steel gauntlets (0 def, 7 armour) Heatonslaught the dwarven-steel gauntlets (0 def, 7 armour)Requires: - Heavy armour training Crafted by a master 1.50 Encumbrance. Type: armor / hands ; tier 2 When wielded/worn: Physical power: +20 (+7 eff.) Armour: +7 Fatigue: +3% Damage when hit (Melee): 4 physical Changes resistances: +12% blight Changes damage: +6% fire / +12% physical Critical mult.: +20.00% Mental save: +8 (+2 eff.) Maximum life: +56.00 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. |
Mayonor the voratun gauntlets (0 def, 3 armour) Mayonor the voratun gauntlets (0 def, 3 armour)Requires: - Heavy armour training Crafted by a master Infused by psionic forces 1.50 Encumbrance. [Random Unique] Type: armor / hands ; tier 4 When wielded/worn: Physical crit. chance: +1.0% Physical power: +7 (+2 eff.) Armour: +3 Fatigue: +5% Changes stats: +4 Str Changes resistances: +6% darkness / +9% cold Spell save: +6 (+3 eff.) Life regen: +21.00 Stamina each turn: +2.00 Only die when reaching: -60.00 life Maximum stamina: +53.00 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. |
Kindleblast the rough leather cap (0 def, 3 armour) Kindleblast the rough leather cap (0 def, 3 armour)Crafted by a master 2.00 Encumbrance. Type: armor / head ; tier 1 When wielded/worn: Armour: +3 Fatigue: +1% Changes stats: +2 Con Changes damage: +3% light Reduces incoming crit damage: 15.00% Spell save: +3 (+1 eff.) Disarm immunity: +20% Only die when reaching: -40.00 life A cap made of leather. |
3 citrine 3 citrine0.00 Encumbrance. Type: gem / yellow ; tier 1 When wielded/worn: Light radius: +4 Infravision radius: +4 When used to imbue an object: Light radius: +4 Infravision radius: +4 Latent Damage Type: Light Gems can be sold for money or used in arcane rituals. |
4 lapis lazuli 4 lapis lazuli0.00 Encumbrance. Type: gem / blue ; tier 3 When wielded/worn: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) When used to imbue an object: Defense: +6 (+2 eff.) Physical save: +6 (+3 eff.) Spell save: +6 (+3 eff.) Mental save: +6 (+2 eff.) Latent Damage Type: Lightning Gems can be sold for money or used in arcane rituals. |
3 emerald 3 emerald0.00 Encumbrance. Type: gem / green ; tier 3 When wielded/worn: Armour: +3 Changes resistances: +3% all When used to imbue an object: Armour: +3 Changes resistances: +3% all Latent Damage Type: Nature Gems can be sold for money or used in arcane rituals. |
3 garnet 3 garnet0.00 Encumbrance. Type: gem / red ; tier 3 When wielded/worn: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% When used to imbue an object: Physical crit. chance: +3.0% Changes damage: +6% all Spell crit. chance: +3% Mental crit. chance: +3% Latent Damage Type: Fire Gems can be sold for money or used in arcane rituals. |
3 quartz 3 quartz0.00 Encumbrance. Type: gem / white ; tier 3 When wielded/worn: Stun/Freeze immunity: +30% When used to imbue an object: Stun/Freeze immunity: +30% Latent Damage Type: Cold Gems can be sold for money or used in arcane rituals. |
Rungof's Fang =:-D= Rungof's Fang =:-D=Infused by nature 1.00 Encumbrance. [Unique] Type: misc / fang When carried: Armour penetration: +7 Grants telepathy: Animal/Canine A fang from the great warg, Rungof, still covered in blood. |
Noonsting (dig speed 30 turns) =15 phys pen= Noonsting (dig speed 30 turns) =15 phys pen=Crafted by a master 3.00 Encumbrance. Type: tool / digger ; tier 1 When wielded/worn: Changes stats: +1 Str / +2 Mag / +1 Wil Changes resistances: +9% light Changes resistances penetration: +15% physical Maximum mana: +20.00 Infravision radius: +1 Damage Shield penetration: +10% When carried: Talent granted: +1 Dig Allows you to dig a wall, remove a tree, create ways. |
Tooth of the Mouth (dig speed 12 turns) =dig12= Tooth of the Mouth (dig speed 12 turns) =dig12=Powered by unknown forces 3.00 Encumbrance. [Unique] Type: tool / digger ; tier 1 When wielded/worn: Armour penetration: +15 Damage when hit (Melee): 10 draining blight Changes damage: +5% blight When carried: Talent granted: +1 Dig A huge tooth taken from the Mouth, in the Deep Bellow. |
Orb of Communication Orb of CommunicationPowered by unknown forces 0.00 Encumbrance. [Plot Item] Type: orb / orb Activating this item is instant. It can be used to speak with someone Activation costs 1 power out of 128/128. This orb can be used to speak with someone far away. It is even capable of teleporting small objects back and forth. |
Scrying Orb Scrying OrbPowered by unknown forces 1.00 Encumbrance. [Plot Item] Type: orb / orb When carried: This orb will automatically identify items you find. |
Transmogrification Chest Transmogrification ChestPowered by unknown forces 2.00 Encumbrance. [Plot Item] Type: chest / sher'tul When carried: It can be used to transmogrify all the items in your chest at once (also done automatically when you change level) Activation costs 0 power out of 1000/1000. This chest is an extension of old Sher'tul places of power. Any items dropped inside are transported to an other place, processed and destroyed to extract energy. The byproduct of this effect is the creation of gold, which is useless to process, so it is sent back to you. When you possess the chest all items you walk upon will automatically be put inside and transmogrified when you leave the level. Simply go to your inventory to move them out of the chest if you wish to keep them. Items in the chest will not encumber you. |
Rod of Recall (3/3) Rod of Recall (3/3)Powered by unknown forces 2.00 Encumbrance. [Plot Item] Type: charm / rod It can be used to recall the user to the worldmap after 40 turns Activation costs 111 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. |
cleansing ash totem of healing [power 170] (16/9 cooldown) =heal= cleansing ash totem of healing [power 170] (16/9 cooldown) =heal=Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 2 It can be used to heal yourself and all friendly characters within 10 spaces for 170 Activation puts all charms on cooldown for 9 turns. When used: * Cleanse 1 total effects of type disease, wound, or poison. Natural totems are made by powerful wilders to store nature power. |
supercharged yew totem of summon tentacle [power 280] (16/18 cooldown) supercharged yew totem of summon tentacle [power 280] (16/18 cooldown)Infused by nature 2.00 Encumbrance. Type: charm / totem ; tier 3 It can be used to summon a resilient tentacle up to 5 spaces away for 5 turns. Each turn the tentacle will strike a random enemy in range 3 dealing physical damage and attempting to pin them. (Tentacle Stats) Life: 661 Base Damage: 306 Armor: 25 All Resist: 0 Activation puts all charms on cooldown for 18 turns. Natural totems are made by powerful wilders to store nature power. |
Viperransom [power 290] (16/9 cooldown) Viperransom [power 290] (16/9 cooldown)Powered by arcane forces 2.00 Encumbrance. Type: charm / wand ; tier 3 When wielded/worn: Armour: +6 Effects on melee hit: * 20% chance to slow global speed by 50% Changes resistances: +3% darkness Changes resistances penetration: +20% darkness / +15% nature Reduces incoming crit damage: 15.00% Pinning immunity: +20% It can be used to create a radius 3 storm for 5 turns. Each turn, creatures within take 67 lightning damage and will be dazed for 1 turn (339 total damage) Activation puts all charms on cooldown for 9 turns. When used: * Gain a 28% chance to evade weapon attacks for 2 turns. Magical wands are made by powerful Alchemists and Archmagi to store spells. Anybody can use them to release the spells. |
Achievements
By Itenie the Shalore Skirmisher level 12
5th Flare 122nd year of Ascendancy at 12:56 see stats
By Itenie the Shalore Skirmisher level 26
55th Dusk 122nd year of Ascendancy at 05:49 see stats
By Itenie the Shalore Skirmisher level 23
46th Dusk 122nd year of Ascendancy at 14:10 see stats
By Itenie the Shalore Skirmisher level 27
61st Dusk 122nd year of Ascendancy at 08:51 see stats
By Itenie the Shalore Skirmisher level 32
25th Haze 122nd year of Ascendancy at 23:20 see stats
By Itenie the Shalore Skirmisher level 10
7th Mirth 122nd year of Ascendancy at 05:44 see stats
By Itenie the Shalore Skirmisher level 20
14th Dusk 122nd year of Ascendancy at 12:54 see stats
By Itenie the Shalore Skirmisher level 30
69th Dusk 122nd year of Ascendancy at 12:43 see stats
By Itenie the Shalore Skirmisher level 29
67th Dusk 122nd year of Ascendancy at 04:22 see stats
By Itenie the Shalore Skirmisher level 22
32nd Dusk 122nd year of Ascendancy at 15:15 see stats
By Itenie the Shalore Skirmisher level 29
68th Dusk 122nd year of Ascendancy at 23:10 see stats
By Itenie the Shalore Skirmisher level 10
8th Mirth 122nd year of Ascendancy at 02:24 see stats
By Itenie the Shalore Skirmisher level 3
78th Pyre 122nd year of Ascendancy at 15:01 see stats
By Itenie the Shalore Skirmisher level 3
79th Pyre 122nd year of Ascendancy at 22:16 see stats
By Itenie the Shalore Skirmisher level 23
46th Dusk 122nd year of Ascendancy at 13:27 see stats
By Itenie the Shalore Skirmisher level 28
63rd Dusk 122nd year of Ascendancy at 08:53 see stats
By Itenie the Shalore Skirmisher level 18
10th Dusk 122nd year of Ascendancy at 20:36 see stats
Log
Itenie reacts to damage from Grand Corruptor, mitigating the blow!.
Your time shield crumbles under the damage!
The fabric of time around Itenie stabilizes to normal.
The powerful time-altering energies generate a restoration field on Itenie.
Your shield crumbles under the damage!
The shield around Itenie crumbles.
Grand Corruptor's spell attains critical power!
Itenie is afflicted by a decrepitude disease!
Grand Corruptor hits Itenie for (74 reacted , -5 stam), (62 to time), (61 absorbed), 54 blight (54 total damage).
Itenie's Swift Shot performs a ranged critical strike against Elven corruptor!
Itenie's Swift Shot hits Elven corruptor for (319 to bones), 0 physical, 12 fire, 17 light, 16 darkness, 10 darkness, 10 light (65 total damage).
Decrepitude Disease from Grand Corruptor hits Itenie for 150 blight damage.
Itenie receives 24 healing from Temporal Restoration Field.
Elven corruptor casts Soul Rot.
Elven corruptor vanishes from sight.
Elven corruptor deactivates Secrets of the Eternals.
Elven corruptor is poisoned!
Elven corruptor starts to bleed.
Itenie shoots!
Itenie's Shoot hits Elven corruptor for 82 physical, 12 fire, 17 light, 16 darkness (128 total damage).
Itenie's Shoot hits Elven corruptor for (80 to bones), 0 physical, 12 fire, 17 light, 16 darkness (46 total damage).
Itenie's Shoot hits Elven corruptor for 75 physical, 12 fire, 17 light, 16 darkness (121 total damage).
Grand Corruptor casts Blood Boil.
Grand Corruptor's spell attains critical power!
Itenie is free from the decrepitude disease.
Itenie reacts to damage from Grand Corruptor, mitigating the blow!.
Itenie slows down.
Grand Corruptor hits Itenie for (202 reacted , -5 stam), 487 blight (487 total damage).
Grand Corruptor receives 121 healing.
Itenie the level 32 shalore skirmisher was tainted to death by Grand Corruptor on level 2 of Mark of the Spellblaze.